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### <a name="SSS-BibTeX"></a>BibTeX

```bibtex
@misc{mage-v0:2024,
@misc{mage-v0:2025,
author = { Matthias Moulin },
title = { MAGE v0 },
year = { 2024 },
year = { 2025 },
url = { https://github.com/matt77hias/MAGE-v0 },
note = { \url{https://github.com/matt77hias/MAGE-v0} }
}
Expand Down Expand Up @@ -61,7 +61,7 @@ PETTINEO M.: [*Deferred MSAA*](https://mynameismjp.wordpress.com/2010/08/16/defe

PRANCKEVICIUS A.: [*HDR with MSAA demo (2005)*](http://aras-p.info/projHDR.html), 2005.

TURÁNSKI J.: [*How to Resolve an MSAA DepthBuffer*](https://turanszkij.wordpress.com/2016/11/13/how-to-resolve-an-msaa-depthbuffer/), 2016.
TURÁNSKI J.: [*How to Resolve an MSAA DepthBuffer*](https://turanszkij.wordpress.com/2016/11/13/how-to-resolve-an-msaa-depthbuffer/), 2016.

### <a name="SSS-Assembly"></a>Assembly

Expand Down Expand Up @@ -89,7 +89,7 @@ BOCCARA J.: [*How to choose good names in your code*](https://www.fluentcpp.com/

BOCCARA J.: [*std::iterator is deprecated: Why, What It Was, and What to Use Instead*](https://www.fluentcpp.com/2018/05/08/std-iterator-deprecated/), 2018.

BOCCARA J.: [*The Incredible Const Reference That Isn’t Const*](https://www.fluentcpp.com/2018/07/13/the-incredible-const-reference-that-isnt-const/), 2018.
BOCCARA J.: [*The Incredible Const Reference That Isn’t Const*](https://www.fluentcpp.com/2018/07/13/the-incredible-const-reference-that-isnt-const/), 2018.

BOCCARA J.: [*The Interface Principle in C++*](https://www.fluentcpp.com/2017/06/20/interface-principle-cpp/), 2017.

Expand Down Expand Up @@ -143,7 +143,7 @@ FILIPEK B.: [*Using C++17 std::optional*](https://www.bfilipek.com/2018/05/using

FREE SOFTWARE FOUNDACTION INC.: [*Vague Linkage*](https://gcc.gnu.org/onlinedocs/gcc/Vague-Linkage.html), 2017.

FREE SOFTWARE FOUNDACTION INC.: [*Where’s the Template?*](https://gcc.gnu.org/onlinedocs/gcc/Template-Instantiation.html), 2017.
FREE SOFTWARE FOUNDACTION INC.: [*Where’s the Template?*](https://gcc.gnu.org/onlinedocs/gcc/Template-Instantiation.html), 2017.

GALEA V.: [*Rapid Prototyping of Graphics Shaders in Modern C++*](https://www.youtube.com/watch?v=8FoAxasNssA&feature=youtu.be&a=), *CppCon 2018*, 2018.

Expand Down Expand Up @@ -185,21 +185,21 @@ MEYERS S.: [*Universal References in C++11*](https://isocpp.org/blog/2012/11/uni

METZ A.: [*Functions of Variants are Covariant*](https://arne-mertz.de/2018/06/functions-of-variants-are-covariant/), 2018.

METZ A.: [*“Modern C++” != “New(est) Standard”*](https://arne-mertz.de/2018/08/modern-c-newest-standard/), 2018.
METZ A.: [*“Modern C++” != “New(est) Standard”*](https://arne-mertz.de/2018/08/modern-c-newest-standard/), 2018.

METZ A.: [*Modern C++ Features – decltype and std::declval*](https://arne-mertz.de/2017/01/decltype-declval/), 2017.
METZ A.: [*Modern C++ Features – decltype and std::declval*](https://arne-mertz.de/2017/01/decltype-declval/), 2017.

METZ A.: [*Trailing Return Types, East Const, and Code Style Consistency*](https://arne-mertz.de/2018/05/trailing-return-types-east-const-and-code-style-consistency/), 2018.

METZ A.: [*Trailing return types everywhere*](https://arne-mertz.de/2016/11/trailing-return-types-everywhere/#comment-23908), 2016.

MIKLOJCIK J. F.: [*Do-while and if-else statements in macros*](https://stackoverflow.com/questions/154136/why-use-apparently-meaningless-do-while-and-if-else-statements-in-macros/154138#154138), 2008.

MÜLLER J.: [*Guidelines For Rvalue References In APIs*](https://foonathan.net/blog/2018/03/26/rvalue-references-api-guidelines.html), 2018.
MÜLLER J.: [*Guidelines For Rvalue References In APIs*](https://foonathan.net/blog/2018/03/26/rvalue-references-api-guidelines.html), 2018.

MÜLLER J.: [*Lazy evaluation of function arguments in C++*](http://foonathan.net/blog/2017/06/27/lazy-evaluation.html), 2017.
MÜLLER J.: [*Lazy evaluation of function arguments in C++*](http://foonathan.net/blog/2017/06/27/lazy-evaluation.html), 2017.

MÜLLER J.: [*std::string_view accepting temporaries: good idea or horrible pitfall?*](https://foonathan.net/blog/2017/03/22/string_view-temporary.html), 2017.
MÜLLER J.: [*std::string_view accepting temporaries: good idea or horrible pitfall?*](https://foonathan.net/blog/2017/03/22/string_view-temporary.html), 2017.

NASH P.: [*East End Functions*](https://levelofindirection.com/blog/east-end-functions.html), 2018.

Expand Down Expand Up @@ -271,7 +271,7 @@ WARD G.: *The LogLuv Encoding for Full Gamut, High Dynamic Range Images*, *J. Gr

### <a name="SSS-Data-Structures"></a>Data Structures

ARNEBÄCK E.: *Comparing a Clipmap to a Sparse Voxel Octree for Global Illumination*, Master Thesis, 2011.
ARNEBÄCK E.: *Comparing a Clipmap to a Sparse Voxel Octree for Global Illumination*, Master Thesis, 2011.

CRASSIN C.: *GigaVoxels: A Voxel-Based Rendering Pipeline For Efficient Exploration Of Large And Detailed Scenes*, PhD Thesis, 2011.

Expand Down Expand Up @@ -321,9 +321,9 @@ WITTERS K.: [*deWiTTERS Game Loop*](http://www.koonsolo.com/news/dewitters-gamel

### <a name="SSS-General-Computer-Graphics"></a>General Computer Graphics

AKENINE-MÖLLER T., HAINES E., HOFFMAN N.: *Real-Time Rendering*, 3th Edition, A K Peters/CRC Press, 2008.
AKENINE-MÖLLER T., HAINES E., HOFFMAN N.: *Real-Time Rendering*, 3th Edition, A K Peters/CRC Press, 2008.

AKENINE-MÖLLER T., HAINES E., HOFFMAN N., PESCE A., IWANICKI M., HILLAIRE S.: *Real-Time Rendering*, 4th Edition, A K Peters/CRC Press, 2018.
AKENINE-MÖLLER T., HAINES E., HOFFMAN N., PESCE A., IWANICKI M., HILLAIRE S.: *Real-Time Rendering*, 4th Edition, A K Peters/CRC Press, 2018.

ENGEL W.: *Shader X5: Advanced Rendering Techniques*, 1st Edition, Charles River Media, 2007.

Expand Down Expand Up @@ -359,13 +359,13 @@ LLOPIS N.: [*Data-Oriented Design (Or Why You Might Be Shooting Yourself in The

MINES J.: [*Data-Oriented vs Object-Oriented Design*](https://medium.com/@jonathanmines/data-oriented-vs-object-oriented-design-50ef35a99056), 2018.

MÜLLER J.: [*Mathematics behind Comparison #1: Equality and Equivalence Relations*](https://foonathan.net/blog/2018/06/20/equivalence-relations.html), 2018.
MÜLLER J.: [*Mathematics behind Comparison #1: Equality and Equivalence Relations*](https://foonathan.net/blog/2018/06/20/equivalence-relations.html), 2018.

REED N.: [*On Vector Math Libraries*](http://reedbeta.com/blog/on-vector-math-libraries/), 2013.

REGEHR J.: [*Use of Assertions*](https://blog.regehr.org/archives/1091), 2014.

REINALTER S.: [*Adventures in data-oriented design – Part 3a: Ownership*](https://blog.molecular-matters.com/2013/05/02/adventures-in-data-oriented-design-part-3a-ownership/), 2013.
REINALTER S.: [*Adventures in data-oriented design – Part 3a: Ownership*](https://blog.molecular-matters.com/2013/05/02/adventures-in-data-oriented-design-part-3a-ownership/), 2013.

SEWARD J.: [*Dr Memory: a memory-checking tool for Windows*](https://blog.mozilla.org/jseward/2015/10/05/dr-memory-a-memory-checking-tool-for-windows/), 2015.

Expand Down Expand Up @@ -419,7 +419,7 @@ RASTERTEK: [*DirectX 11 Tutorials - Series 2*](http://www.rastertek.com/tutdx11s

TAKESHIGE M.: [*The Basics of GPU Voxelization*](https://developer.nvidia.com/content/basics-gpu-voxelization), 2015.

TURÁNSKI J.: [*Abuse the immediate constant buffer*](https://turanszkij.wordpress.com/2016/11/13/abuse-the-immediate-constant-buffer/), 2016.
TURÁNSKI J.: [*Abuse the immediate constant buffer*](https://turanszkij.wordpress.com/2016/11/13/abuse-the-immediate-constant-buffer/), 2016.

YUSOV E.: [*Designing A Modern Cross-Platform Graphics Library*](https://www.gamedev.net/articles/programming/graphics/designing-a-modern-cross-platform-graphics-library-r4807/), 2017.

Expand All @@ -440,13 +440,13 @@ FRISVAD, J. R.: *Building an Orthonormal Basis from a 3D Unit Vector Without Nor

HILLAIRE S.: [*Crytek's Best Fit Normals*](http://sebh-blog.blogspot.be/2010/08/cryteks-best-fit-normals.html), 2010.

HUGHES, J. F., MÖLLER, T.: *Building an Orthonormal Basis from a Unit Vector*, *Journal of Graphics Tools* 4, 4, 1999.
HUGHES, J. F., MÖLLER, T.: *Building an Orthonormal Basis from a Unit Vector*, *Journal of Graphics Tools* 4, 4, 1999.

KAPLANYAN A.: *Cryengine 3: Reaching the speed of light*, *SIGGRAPH: Advances in Real-time Rendering*, 2010.

LENGYEL E.: *Foundations of Game Engine Development, Volume 1: Mathematics*, 1st Edition, Terathon Software LLC, 2016.

MITTRING M.: *A bit more deferred – CryEngine3*, *Triangle Game Conference*, 2009.
MITTRING M.: *A bit more deferred – CryEngine3*, *Triangle Game Conference*, 2009.

MOULIN M.: [*Creating a view frustum in local/world/camera space using SIMD*](https://matt77hias.github.io/blog/culling/2017/08/24/creating-a-view-frustum.html), 2017.

Expand All @@ -472,7 +472,7 @@ WANG T.: [*Integer Hash Function*](https://gist.github.com/badboy/6267743), 1997

WILSON P.: [*G-Buffer Normals and Trig Lookup Textures*](http://www.garagegames.com/community/blogs/view/15340), 2008.

WRONSKI B.: [*Small float formats – R11G11B10F precision*](https://bartwronski.com/2017/04/02/small-float-formats-r11g11b10f-precision/), 2017.
WRONSKI B.: [*Small float formats – R11G11B10F precision*](https://bartwronski.com/2017/04/02/small-float-formats-r11g11b10f-precision/), 2017.

### <a name="SSS-PBR-and-BRDFs"></a>PBR and BRDFs

Expand All @@ -484,17 +484,17 @@ BURLEY B.: *Physically Based Shading at Disney*, *SIGGRAPH 2012 Course: Practica

COOK R. L., TORRANCE K. E.: *A Reflectance Model for Computer Graphics*, *ACM Trans. Graph.* 1, 1, 1982.

COURRÈGES A.: [*GTA V - Graphics Study - Part 1: Dissecting a Frame*](http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/), 2015.
COURRÈGES A.: [*GTA V - Graphics Study - Part 1: Dissecting a Frame*](http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/), 2015.

COURRÈGES A.: [*GTA V - Graphics Study - Part 2: Level of Detail*](http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study-part-2/), 2015.
COURRÈGES A.: [*GTA V - Graphics Study - Part 2: Level of Detail*](http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study-part-2/), 2015.

CRASSIN C., NEYRET F., SAINZ M., GREEN S., EISEMANN E.: *Interactive Indirect Illumination Using Voxel Cone Tracing*, *Computer Graphics Forum (Proceedings of Pacific Graphics 2011)* 30, 7 (2011).

DÜR A.: *An Improved Normalization for the Ward Reflectance Model*, *Journal of Computer Tools 11, 1, 2006.
DÜR A.: *An Improved Normalization for the Ward Reflectance Model*, *Journal of Computer Tools 11, 1, 2006.

DUTRÉ P.: [*Global Illumination Compendium*](https://people.cs.kuleuven.be/~philip.dutre/GI/TotalCompendium.pdf), 2003.
DUTRÉ P.: [*Global Illumination Compendium*](https://people.cs.kuleuven.be/~philip.dutre/GI/TotalCompendium.pdf), 2003.

DUTRÉ P., BEKAERT P, BALA K.: *Advanced Global Illumination*, 2th Edition, A K Peters/CRC Press, 2006.
DUTRÉ P., BEKAERT P, BALA K.: *Advanced Global Illumination*, 2th Edition, A K Peters/CRC Press, 2006.

ERKENBRACH L.: [*Voxel Cone Traced Global Illumination*](http://leifnode.com/2015/05/voxel-cone-traced-global-illumination/)

Expand Down Expand Up @@ -526,7 +526,7 @@ LAGARDE S., DE ROUSIERS C.: *Moving Frostbite to Physically Based Rendering 3.0*

LEWIS R. R.: *Making Shaders More Physically Plausible*, *4th Eurographics Workshop on Rendering*, 1993.

MONTES R., UREÑA C.: *An Overview of BRDF Models*, Technical Report, 2012.
MONTES R., UREÑA C.: *An Overview of BRDF Models*, Technical Report, 2012.

NEUMANN L., NEUMANN A., SZIRMAY-KALOS L.: *Compact Metallic Reflectance Models*, *Computer Graphics Forum* 18, 3, 1999.

Expand All @@ -544,15 +544,15 @@ RUSSELL J.: [*Basic Theory of Physically Based Rendering*](https://www.marmoset.

SCHLICK C.: *An Inexpensive BRDF Model for Physically-based Rendering*, *Computer Graphics Forum* 13, 3, 1994.

SCHÜLER C.: [*The Blinn-Phong Normalization Zoo*](http://www.thetenthplanet.de/archives/255), 2011.
SCHÜLER C.: [*The Blinn-Phong Normalization Zoo*](http://www.thetenthplanet.de/archives/255), 2011.

SMITH B.: *Geometrical shadowing of a random rough surface*, *IEEE Trans. Ant. and Propagation* 15, 5, 1967.

STEVENS J.: [*Physically Based Rendering Algorithms: A Comprehensive Study In Unity3D*](http://www.jordanstevenstechart.com/physically-based-rendering), 2016.

TORRANCE K., SPARROW E.: *Theory for Off-specular Reflection from Roughened Surfaces*, *Journal of the Optical Society of America* 65, 5, 1975.

TURÁNSKI J.: [*Voxel-based Global Illumination*](https://turanszkij.wordpress.com/2017/08/30/voxel-based-global-illumination/), 2017.
TURÁNSKI J.: [*Voxel-based Global Illumination*](https://turanszkij.wordpress.com/2017/08/30/voxel-based-global-illumination/), 2017.

VEACH E.: *Robust Monte Carlo Methods for Light Transport Simulation*, *PhD thesis*, Stanford University, 1998.

Expand All @@ -566,11 +566,11 @@ YEUNG S.: [*Implementing Voxel Cone Tracing*](http://simonstechblog.blogspot.be/

### <a name="SSS-Perception"></a>Perception

MINEAULT P.: [*What’s the maximal frame rate humans can perceive?*](https://xcorr.net/2011/11/20/whats-the-maximal-frame-rate-humans-can-perceive/), 2011.
MINEAULT P.: [*What’s the maximal frame rate humans can perceive?*](https://xcorr.net/2011/11/20/whats-the-maximal-frame-rate-humans-can-perceive/), 2011.

### <a name="SSS-Post-processing"></a>Post-processing

COURRÈGES A.: [*GTA V - Graphics Study - Part 3: Post Processing Effects*](http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study-part-3/), 2015.
COURRÈGES A.: [*GTA V - Graphics Study - Part 3: Post Processing Effects*](http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study-part-3/), 2015.

GUSTAFSSON D.: [*Bokeh depth of field in a single pass*](http://tuxedolabs.blogspot.be/2018/05/bokeh-depth-of-field-in-single-pass.html), 2018.

Expand All @@ -586,7 +586,7 @@ REED N.: [Circle of Confusion From The Depth Buffer](http://www.reedbeta.com/blo

ROCKWELL K.: [*Bokeh*](https://kenrockwell.com/tech/bokeh.htm), 2008.

SHARMA S.: [*Bokeh Vs DOF — The Difference Between The Two*](https://www.apnphotographyschool.com/concepts/bokeh-vs-dof-the-difference-between-the-two/), 2011.
SHARMA S.: [*Bokeh Vs DOF — The Difference Between The Two*](https://www.apnphotographyschool.com/concepts/bokeh-vs-dof-the-difference-between-the-two/), 2011.

### <a name="SSS-Scene-Graphs"></a>Scene Graphs

Expand All @@ -604,7 +604,7 @@ EISEMANN E., SCHWARZ M., ASSARSSON U., WIMMER M.: Real-Time Shadows, 1st Edition

### <a name="SSS-SIMD"></a>SIMD

ASTHANA A.: [*Introducing ‘Vector Calling Convention’*](https://blogs.msdn.microsoft.com/vcblog/2013/07/11/introducing-vector-calling-convention/), 2013.
ASTHANA A.: [*Introducing ‘Vector Calling Convention’*](https://blogs.msdn.microsoft.com/vcblog/2013/07/11/introducing-vector-calling-convention/), 2013.

MICROSOFT CORP.: [*DirectXMath*](https://msdn.microsoft.com/en-us/library/windows/desktop/hh437833(v=vs.85).aspx).

Expand Down Expand Up @@ -650,7 +650,7 @@ REED N.: [*Understanding BCn Texture Compression Formats*](http://www.reedbeta.c

SAWICKI A.: [*Half-Pixel Offset in DirectX 11*](http://www.asawicki.info/news_1516_half-pixel_offset_in_directx_11.html), 2012.

SCHÜLER C.: [*Followup: Normal Mapping Without Precomputed Tangents*](http://www.thetenthplanet.de/archives/1180), 2013.
SCHÜLER C.: [*Followup: Normal Mapping Without Precomputed Tangents*](http://www.thetenthplanet.de/archives/1180), 2013.

WILSON J.: [*PBR Texture Conversion*](https://www.marmoset.co/posts/pbr-texture-conversion/), 2015.

Expand Down Expand Up @@ -708,4 +708,4 @@ ATLASSIAN CORPORATION PLC: [*Merging vs. Rebasing*](https://www.atlassian.com/gi
## <a name="SS-Contributors"></a>Contributors
* [Matthias Moulin](https://github.com/matt77hias)

<p align="center">Copyright © 2016-2024 Matthias Moulin. All Rights Reserved.</p>
<p align="center">Copyright © 2016-2024 Matthias Moulin. All Rights Reserved.</p>

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