Game Development Reference
In-Depth Information
[Ruth 83] Ronald D. Ruth. “A Canonical Integration Technique.” IEEE Transac-
tions on Nuclear Science 30 (1983), 2669-2671.
[Stam 99] Jos Stam. “Stable Fluids.” In SIGGRAPH '99: Proceedings of the
26th Annual Conference on Computer Graphics and Interactive Techniques ,
pp. 121-128. New York: ACM Press/Addison-Wesley, 1999.
[Teschner et al. 03] M. Teschner, B. Heidelberger, M. Mueller, D. Pomer-
anets, and M.Gross. “Optimized Spatial Hashing for Collision
Detection of Deformable Objects.” In Proceedings of Vision,
Modeling, Visualization VMV'03 , pp. 47-54. Heidelberg: Aka
GmbH, 2003. Available at http://graphics.ethz.ch/ brunoh/download/
CollisionDetectionHashing VMV03.pdf .
[van der Laan et al. 09] Wladimir J. van der Laan, Simon Green, and Miguel
Sainz. “Screen Space Fluid Rendering with Curvature Flow.” In Proceedings
of the 2009 Symposium on Interactive 3D Graphics and Games , pp. 91-98.
New York: ACM Press, 2009.
[van Kooten et al. 07] Kees van Kooten, Gino van den Bergen, and Alex Telea.
“Point-Based Visualization of Metaballs on a GPU.” In GPU Gems 3 , edited
by Hubert Nguyen, pp. 123-156. Reading, MA: Addison-Wesley, 2007.
[Vesely 01] Franz J. Vesely. Computational Physics: An Introduction , Second
edition. New York: Springer, 2001.
[Zhang et al. 08] Yanci Zhang, Barbara Solenthaler, and Renato Pajarola. “Adap-
tive Sampling and Rendering of Fluids on the GPU.” In Proceedings of the
IEEE/EG International Symposium on Volume and Point-Based Graphics ,
pp. 137-146. Aire-la-Ville, Switzerland: Eurographics Association, 2008.
Search Nedrilad ::




Custom Search