diff --git a/MAGE/Meta/References.md b/MAGE/Meta/References.md index 5533fd1ba..c4769c7ed 100644 --- a/MAGE/Meta/References.md +++ b/MAGE/Meta/References.md @@ -13,10 +13,10 @@ ### 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} } } @@ -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. ### Assembly @@ -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. @@ -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. @@ -185,9 +185,9 @@ 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. @@ -195,11 +195,11 @@ METZ A.: [*Trailing return types everywhere*](https://arne-mertz.de/2016/11/trai 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. @@ -271,7 +271,7 @@ WARD G.: *The LogLuv Encoding for Full Gamut, High Dynamic Range Images*, *J. Gr ### 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. @@ -321,9 +321,9 @@ WITTERS K.: [*deWiTTERS Game Loop*](http://www.koonsolo.com/news/dewitters-gamel ### 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. @@ -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. @@ -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. @@ -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. @@ -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. ### PBR and BRDFs @@ -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/) @@ -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., UREŃA 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. @@ -544,7 +544,7 @@ 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. @@ -552,7 +552,7 @@ STEVENS J.: [*Physically Based Rendering Algorithms: A Comprehensive Study In Un 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. @@ -566,11 +566,11 @@ YEUNG S.: [*Implementing Voxel Cone Tracing*](http://simonstechblog.blogspot.be/ ### 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. ### 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. @@ -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. ### Scene Graphs @@ -604,7 +604,7 @@ EISEMANN E., SCHWARZ M., ASSARSSON U., WIMMER M.: Real-Time Shadows, 1st Edition ### 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). @@ -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. @@ -708,4 +708,4 @@ ATLASSIAN CORPORATION PLC: [*Merging vs. Rebasing*](https://www.atlassian.com/gi ## Contributors * [Matthias Moulin](https://github.com/matt77hias) -

Copyright © 2016-2024 Matthias Moulin. All Rights Reserved.

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Copyright © 2016-2024 Matthias Moulin. All Rights Reserved.