Game Development Reference
In-Depth Information
[Gillham 07] David Gillham. “Real-Time Depth-of-Field Implemented with a
Postprocessing-Only Technique. In ShaderX 5 : Advanced Rendering Tech-
niques , edited by Wolfgang Engel, pp. 163-175. Boston: Charles River Me-
dia, 2007.
[Hammon 07] Earl Hammon, Jr. “Practical Post-Process Depth of Field.” In GPU
Gems 3 , edited by Hubert Nguyen, Chapter 28. Upper Saddle River, NJ:
Addison-Wesley, 2007.
[Kaplanyan 10] Anon Kaplanyan. “CryENGINE 3: Reaching the Speed of Light.”
Talk, SIGGRAPH 2010, Los Angeles, CA, July 28, 2010. (Available at http:
// crytek 0.ppt. )
[Kasyan et al. 11] Nickolay Kasyan, Nicolas Schulz, and Tiago Sousa. “Secrets
of CryENGINE 3 Graphics Technology.” SIGGRAPH Course, Vancouver,
Canada, August 8, 2011. (Available at
files/S2011 SecretsCryENGINE3Tech 0.ppt. )
[McGuire et al. 10] Morgan McGuire, Eric Enderton, Peter Shirley, and David
Luebke. “Real-Time Stochastic Rasterization on Conventional GPU Archi-
tectures.” In Proceedings of teh Converence on High Performance Graphics ,
pp. 173-182. Aire-la-Ville, Switzerland: Eurographics, 2010.
[Riguer et al. 03] Guennadi Riguer, Natalya Tatarchuk, and John Isidoro. “Real-
Time Depth-of-Field Simulation.” In ShaderX 2 : Shader Programming Tips
and Tricks with DirectX 9.0 , edited by Wolfgang Engel, pp. 529-556. Plano,
TX: Wordware Publishing, Inc., 2003
[Scheuermann 04] Thorsten Scheuermann. “Advanced Depth of Field.” Presenta-
tion, Game Developers Conference 2004, San Francisco, CA, 2004. (Avail-
able at assets/Scheuermann
DepthOfField.pdf. )
Search Nedrilad ::

Custom Search