Abrash, Michael, "Latency-The sine qua non of AR and VR," Ramblings in Valve Time blog, Dec.Abrash, Michael, Michael Abrash's Graphics Programming Black Book, Special Edition, The Coriolis Group, Inc., 1997.Abbas, Wasim, "Practical Analytic 2D Signed Distance Field Generation," in ACM SIGGRAPH 2016 Talks, article no.Aaltonen, Sebastian, "Modern Textureless Deferred Rendering Techniques," Beyond3D Forum, Feb.Aalto, Tatu, "Experiments with DirectX Raytracing in Remedy's Northlight Engine," Game Developers Conference, Mar.If you would rather choose a link at random or just feel like burning bandwidth, try this page. You should also search Google Books for the book, as sometimes the information you need is available there. We link to the Amazon page for a book if there is "Look inside" information available for it. Better yet, use this Chrome extension to easily see if there's an archived copy. You can also try The Wayback Machine just paste in the URL and see if it's been archived. Chrome has a handy Google Scholar Button plug-in that makes it easier still. We mostly avoid linking to content behind paywalls, unless the page itself is useful. If we don't have a link or the link is dead, try Google Scholar to find papers. The First, Second, and Third Edition bibliographies are also available. These are followed by the bibliography for the online Real-Time Rendering appendices. The bibliography for the online Collision Detection chapter is near the end of this page, as is that for the Real-Time Ray Tracing chapter. Since many of the references have web resources associated with them, we have made this hyperlinked version of the bibliography available. This is the hyperlinked bibliography of the Fourth Edition of the book Real-Time Rendering.
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