O'Reilly logo

Practical Rendering and Computation with Direct3D 11 by Jack Hoxley, Matt Pettineo, Jason Zink

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

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, ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required