Bibliography
Akenine-Moeller, T. a. (2002). Real-Time Rendering 2nd Ed. Natick, MA: A K Peters, Ltd.
AMD & Microsoft. (n.d.). PNTriangles11. Retrieved from Microsoft Developer Network (MSDN): http://msdn.microsoft.com/en-us/library/ee416573(VS.85).aspx
ATI. (2001). TruForm Resources. Retrieved from AMD Developer Central: http://developer.amd.com/archive/gpu/trueform/Pages/default.aspx
Baker, S. (n.d.). Learning to Love your Z-buffer. http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html.
Balestra, C., & Engstad, P.-K. (2008). The Technology of Uncharted: Drake’s Fortune. Game Developers Conference 2008.
Biri, V., Herubel, A., & Deverly, S. (2010). Practical morphological antialiasing on the GPU. SIGGRAPH 2010: Games & Real Time. ACM.
Brabec, ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Read now
Unlock full access