Bibliography and Further Reading - Introduction to 3D Game Programming with DirectX 12 (Computer Science) (2016)

Introduction to 3D Game Programming with DirectX 12 (Computer Science) (2016)

Appendix E

BIBLIOGRAPHY AND
F
URTHER READING


[Angel00] Angel, Edward, Interactive Computer Graphics: A Top-Down Approach with OpenGL, Second Edition, Addison-Wesley, 2000.


[ATI1] ATI. “Dark Secrets of Shader Development or What Your Mother Never Told You About Shaders” Presentation available at http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Dark_Secrets_of_shader_Dev-Mojo.pdf


[Bilodeau10] Bilodeau, Bill. “Efficient Compute Shader Programming,” Game Developers Conference, AMD slide presentation, 2010. (http://developer.amd.com/gpu_assets/Efficient%20Compute%20Shader%20Programming.pps)


[Bilodeau10b] Bilodeau, Bill. “Direct3D 11 Tutorial: Tessellation,” Game Developers Conference, AMD slide presentation, 2010. (http://developer.amd.com/gpu_assets/Direct3D%2011%20Tessellation%20Tutorial.ppsx)


[Blinn78] Blinn, James F., and Martin E. Newell. “Clipping using Homogeneous Coordinates.” In Computer Graphics (SIGGRAPH ’78 Proceedings), pages 245-251, New York, 1978.


[Blinn96] Blinn, Jim, Jim Blinn’s Corner: A Trip Down the Graphics Pipeline, Morgan Kaufmann Publishers, Inc, San Francisco CA, 1996.


[Boyd08] Boyd, Chas. “DirectX 11 Compute Shader,” Siggraph slide presentation, 2008. (http://s08.idav.ucdavis.edu/boyd-dx11-compute-shader.pdf)


[Boyd10] Boyd, Chas. “DirectCompute Lecture Series 101: Introduction to DirectCompute,” 2010. (http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-101-Introduction-to-DirectCompute)


[Brennan02] Brennan, Chris. “Accurate Reflections and Refractions by Adjusting for Object Distance,” Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks.


Wordware Publishing Inc., 2002.


[Burg10] Burg, John van der, “Building an Advanced Particle System.” Gamasutra, June 2000. (http://www.gamasutra.com/features/20000623/vanderburg_01.htm)


[Crawfis12] Crawfis, Roger. “Modern GPU Architecture.” Course notes available at http://web.cse.ohio-state.edu/˜crawfis/cse786/ReferenceMaterial/CourseNotes/Modern%20GPU%20Architecture.ppt


[De berg00] de Berg, M., M. van Kreveld, M. Overmars, and O. Schwarzkopf. Computational Geometry: Algorithms and Applications Second Edition. Springer-Verlag Berlin Heidelberg, 2000.


[Dietrich] Dietrich, Sim. “Texture Space Bump Maps.” (http://developer.nvidia.com/object/texture_space_bump_mapping.html)


[Dunlop03] Dunlop, Robert. “FPS Versus Frame Time,” 2003. (http://www.mvps.org/directx/articles/fps_versus_frame_time.htm)


[DirectXMath] DirectXMath Online Documentation, Microsoft Corporation. http://msdn.microsoft.com/en-us/library/windows/desktop/hh437833(v=vs.85).aspx


[DXSDK] Microsoft DirectX June 2010 SDK Documentation, Microsoft Corporation.


[Eberly01] Eberly, David H., 3D Game Engine Design, Morgan Kaufmann Publishers, Inc, San Francisco CA, 2001.


[Engel02] Engel, Wolfgang (Editor), Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks, Wordware Publishing, Plano TX, 2002.


[Engel04] Engel, Wolfgang (Editor), ShaderX2: Shader Programming Tips & Tricks with DirectX 9, Wordware Publishing, Plano TX, 2004.


[Engel06] Engel, Wolfgang (Editor), ShaderX5: Shader Advanced Rendering Techniques, Charles River Media, Inc., 2006.


[Engel08] Engel, Wolfgang (Editor), ShaderX6: Shader Advanced Rendering Techniques, Charles River Media, Inc., 2008.


[Farin98] Farin, Gerald, and Dianne Hansford. The Geometry Toolbox: For Graphics and Modeling. AK Peters, Ltd., 1998.


[Fernando03] Fernando, Randima, and Mark J. Kilgard. The CG Tutorial: The Definitive Guide to Programmable Real-Time Graphics. Addison-Wesley, 2003.


[Fraleigh95] Fraleigh, John B., and Raymond A. Beauregard. Linear Algebra 3rd Edition. Addison-Wesley, 1995.


[Friedberg03] Friedberg, Stephen H., Arnold J. Insel, and Lawrence E. Spence. Linear Algebra Fourth Edition. Pearson Education, Inc., 2003.


[Fung10] Fung, James. “DirectCompute Lecture Series 210: GPU Optimizations and Performance,” 2010. (http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-210-GPU-Optimizations-and-Performance)


[Halliday01] Halliday, David, Robert Resnick, and Jearl Walker. Fundamentals of Physics: Sixth Edition. John Wiley & Sons, Inc, 2001.


[Hausner98] Hausner, Melvin. A Vector Space Approach to Geometry. Dover Publications, Inc. (www.doverpublications.com), 1998


[Hoffmann75] Hoffmann, Banesh. About Vectors. Dover Publications, Inc. (www.doverpublications.com), 1975.


[Isidoro06] Isidoro, John R. “Shadow Mapping: GPU-based Tips and Techniques,” Game Developers Conference, ATI slide presentation, 2006. (http://developer.amd.com/media/gpu_assets/Isidoro-ShadowMapping.pdf)


[Isidoro06b] Isidoro, John R. “Edge Masking and Per-Texel Depth Extent Propagation for Computation Culling During Shadow Mapping,” ShaderX 5: Advanced Rendering Techniques. Charles River Media, 2007.


[Kilgard99] Kilgard, Mark J., “Creating Reflections and Shadows Using Stencil Buffers,” Game Developers Conference, NVIDIA slide presentation, 1999. (http://developer.nvidia.com/docs/IO/1407/ATT/stencil.ppt)


[Kilgard01] Kilgard, Mark J. “Shadow Mapping with Today’s OpenGL Hardware,” Computer Entertainment Software Association’s CEDEC, NVIDIA presentation, 2001. (http://developer.nvidia.com/object/cedec_shadowmap.html)


[Kryachko05] Kryachko, Yuri. “Using Vertex Texture Displacement for Realistic Water Rendering,” GPU Gems 2: Programming Techniques for High-Performance Graphics and General Purpose Computation. Addison-Wesley, 2005.


[Kuipers99] Kuipers, Jack B. Quaternions and Rotation Sequences: A Primer with Applications to Orbits, Aerospace, and Virtual Reality. Princeton University Press, 1999.


[Lengyel02] Lengyel, Eric, Mathematics for 3D Game Programming and Computer Graphics. Charles River Media, Inc., 2002.


[Möller08] Möller, Tomas, and Eric Haines. Real-Time Rendering: Third Edition. AK Peters, Ltd., 2008.


[Mortenson99] Mortenson, M.E. Mathematics for Computer Graphics Applications. Industrial Press, Inc., 1999.


[NVIDIA05] Antialiasing with Transparency, NVIDIA Corporation, 2005. (ftp://download.nvidia.com/developer/SDK/Individual_Samples/DEMOS/Direct3D9/src/AntiAliasingWithTransparency/docs/AntiAliasingWithTransparency.pdf)


[NVIDIA08] GPU Programming Guide GeForce 8 and 9 Series, NVIDIA Corporation, 2008. (http://developer.download.nvidia.com/GPU_Programming_Guide/GPU_Programming_Guide_G80.pdf)


[NVIDIA09] NVIDIA’s Next Generation CUDA Compute Architecture: Fermi, NVIDIA Corporation, 2009. (http://www.nvidia.com/content/PDF/fermi_white_papers/NVIDIA_Fermi_Compute_Architecture_Whitepaper.pdf)


[NVIDIA10] DirectCompute Programming Guide, NVIDIA Corporation, 2007–2010 (http://developer.download.nvidia.com/compute/DevZone/docs/html/DirectCompute/doc/DirectCompute_Programming_Guide.pdf)


[Thibieroz13] Thibieroz, Nick and Holger Gruen. “DirectX Performance Reloaded.” Presentation at Game Developers Conference 2013.


[Oliveira10] Oliveira, Gustavo. “Designing Fast Cross-Platform SIMD Vector Libraries,” 2010. (http://www.gamasutra.com/view/feature/4248/designing_fast_crossplatform_simd_.php)


[Parent02] Parent, Rick. Computer Animation: Algorithms and Techniques. Morgan Kaufmann Publishers (www.mkp.com), 2002.


[Pelzer04] Pelzer, Kurt. “Rendering Countless Blades of Waving Grass,” GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics. Addison-Wesley, 2004.


[Pettineo12] Pettineo, Matt. “A Closer Look at Tone Mapping,” 2012. (https://mynameismjp.wordpress.com/2010/04/30/a-closer-look-at-tone-mapping/)


[Petzold99] Petzold, Charles, Programming Windows, Fifth Edition, Microsoft Press, Redmond WA, 1999.


[Prosise99] Prosise, Jeff, Programming Windows with MFC, Second Edition, Microsoft Press, Redmond WA, 1999.


[Reinhard10] Reinhard, Erik, et al, High Dynamic Range Imaging, Second Edition, Morgan Kaufmann, 2010.


[Santrock03] Santrock, John W. Psychology 7. The McGraw-Hill Companies, Inc., 2003.


[Savchenko00] Savchenko, Sergei, 3D Graphics Programming: Games and Beyond, Sams Publishing, 2000.


[Schneider03] Schneider, Philip J., and David H. Eberly. Geometric Tools for Computer Graphics. Morgan Kaufmann Publishers (www.mkp.com), 2003.


[Snook03] Snook, Greg. Real-Time 3D Terrain Engines using C++ and DirectX9. Charles River Media, Inc., 2003.


[Story10] Story, Jon, and Cem Cebenoyan, “Tessellation Performance,” Game Developers Conference, NVIDIA slide presentation, 2010. (http://developer.download.nvidia.com/presentations/2010/gdc/Tessellation_Performance.pdf)


[Sutherland74] Sutherland, I. E., and G. W. Hodgeman. Reentrant Polygon Clipping. Communications of the ACM, 17(1):32-42, 1974.


[Tuft10] Tuft, David. “Cascaded Shadow Maps,” 2010. (http://msdn.microsoft.com/en-us/library/ee416307%28v=vs.85%29.aspx)


[Uralsky05] Uralsky, Yuri. “Efficient Soft-Edged Shadows Using Pixel Shader Branching,” GPU Gems 2: Programming Techniques for High-Performance Graphics and General Purpose Computation. Addison-Wesley, 2005.


[Verth04] Verth, James M. van, and Lars M. Bishop. Essential Mathematics for Games & Interactive Applications: A Programmer’s Guide. Morgan Kaufmann Publishers (www.mkp.com), 2004.


[Vlachos01] Vlachos, Alex, Jörg Peters, Chas Boyd, and Jason L. Mitchell, “Curved PN Triangles,” ACM Symposium on Interactive 3D Graphics 2001, pp. 159-166, 2001. (http://alex.vlachos.com/graphics/CurvedPNTriangles.pdf)


[Watt92] Watt, Alan, and Mark Watt, Advanced Animation and Rendering Techniques: Theory and Practice, Addison-Wesley, 1992.


[Watt00] Watt, Alan, 3D Computer Graphics, Third Edition, Addison-Wesley, 2000.


[Watt01] Watt, Alan, and Fabio Policarpo, 3D Games: Real-time Rendering and Software Technology, Addison-Wesley, 2001.


[Weinreich98] Weinreich, Gabriel, Geometrical Vectors. The University of Chicago Press, Chicago, 1998.


[Whatley05] Whatley, David. “Toward Photorealism in Virtual Botany,” GPU Gems 2: Programming Techniques for High-Performance Graphics and General Purpose Computation. Addison-Wesley, 2005.


[Wloka03] Wloka, Matthias. “Batch, Batch, Batch: What Does It Really Mean? ” Presentation at Game Developers Conference 2003. http://developer.nvidia.com/docs/IO/8230/BatchBatchBatch.pdf