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, ...

Get Practical Rendering and Computation with Direct3D 11 now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.