Game Development Reference
In-Depth Information
[Mittring and Dudash 11] Martin Mittring and Bryan Dudash. “The Technology
Behind the DirectX 11 Unreal Engine 'Samaritan' Demo.” Presentation, Game
Developers Coneference 2001, San Francisco, CA, 2011.
[Scherzer et al. 12] Daniel Scherzer, Chuong H. Nguyen, Tobias Ritschel, and
Hans-Peter Seidel. “Pre-convolved Radiance Caching.” Eurographics Sympo-
sium on Rendering: Computer Graphics Forum 31:4 (2012), 1391-1397.
[Scheuermann and Isidoro 05] Thorsten Scheuermann and John Isidoro. “Cube-
map filtering with CubeMapGen.” Presentation, Game Developers Conference,
San Francisco, CA, 2005.
[Szirmay-Kalos et al. 05] Laszlo Szirmay-Kalos, Barnabas Aszodi, Istvan
Lazanyi, and Matyas Premecz. “Approximate Ray-Tracing on the GPU with
Distance Impostors.” Computer Graphics Forum 24:3 (2005), 695-704.
[Tiago et al. 12] Tiago Sousa, Nickolay Kasyan, and Nicolas Schulz.
“CryENGINE 3: Three Years of Work in Review.” In GPU Pro 3 ,editedby
Wolfgang Engel, pp. 133-168. Boca Raton, FL: CRC Press, 2012.
[Wiley and Scheuermann 07] Abe Wiley and Thorsten Scheuermann. “The Art
and Technology of Whiteout.” Presentation, ACM SIGGRAPH 2007, San
Diego, CA, 2007.
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