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3D Math Primer for Graphics and Game Development, 2nd Edition by Ian Parberry, Fletcher Dunn

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Bibliography

[1] Tomas Akenine-Möller, Eric Haines, and Natty Hoffman. Real-Time Rendering, Third edition. Natick, MA: A K Peters, Ltd., 2008. http://www.realtimerendering.com/.

[2] James Arvo. “A Simple Method for Box-Sphere Intersection Testing.” In Graphics Gems, edited by Andrew S. Glassner. San Diego: Academic Press Professional, 1990.

[3] Ian Ashdown. “Photometry and Radiometry: A Tour Guide for Computer Graphics Enthusiasts.” Adapted from Radiosity: A Programmer’s Perspective, Ian Ashdown, Wiley, 1994. http://www.helios32.com/.

[4] Didier Badouel. “An Efficient Ray-Polygon Intersection.” In Graphics Gems, edited by Andrew S. Glassner. San Diego: Academic Press Professional, 1990.

[5] Ronen Barzel. “Lighting Controls for Computer Cinematography.” ...

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