Game Development Reference
In-Depth Information
[Microsoft 10] Microsoft. “DirectX Software Development Kit.” Microsft Down-
load Center , http://www.microsoft.com/en-us/download/details.aspx?id=
6812 , June 2010.
[Murguia et al. 11] Sergio Murguia, Arturo Garcia, Francisco Avila, and
Leo Reyes. “Stackless LBVH Traversal for Real-Time Ray Trac-
ing.” Short paper, Computer Graphics International 2011, Ottawa,
Canada, June 15, 2011. (Available at https://docs.google.com/file/d/
0BxcYFN7UTqwWeWQ4MWh1WXhKdTQ/edit?usp=sharing. )
[Pharr and Humphreys 04] Matt Pharr and Greg Humphreys. Physically Based
Rendering: From Theory to Implementation . San Francisco: Morgan Kauf-
mann Publishers Inc., 2004.
[Popov et al. 07] Stefan Popov, Johannes Gunther, Hans-Peter Seidel, and
Philipp Slusallek. “Stackless KD-Tree Traversal for High Performance GPU
Ray Tracing.” Computer Graphics Forum 26:3 (2007), 415-424.
[Satish et al. 09] Nadathur Satish, Mark Harris, and Michael Garland. “Design-
ing Ecient Sorting Algorithms for Manycore GPUs.” In Proceedings of the
2009 IEEE International Symposium on Parallel and Distributed Processing ,
pp. 1-10. Washington, DC: IEEE Computer Society, 2009.
 
Search Nedrilad ::




Custom Search