Bibliography
Texts
- Tomas Akenine-Möller, Eric Haines, and Naty Hoffman, "Real-Time Rendering," Third Edition, A K Peters, 2008 (ISBN: 1568814240)
- Ashish Amresh and Alex Okita, "Unreal Game Development," A K Peters, 2010 (ISBN: 1568814593)
- Jason Busby, Zak Parrish, and Jeff Wilson, "Mastering Unreal Technology, Volume I: Introduction to Level Design with Unreal Engine 3," Sams, 2009 (ISBN: 0672329913)
- Jason Busby, Zak Parrish, and Jeff Wilson, "Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3," Sams, 2009 (ISBN: 0672329921)
- David H. Eberly, "3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics," Second Edition, Morgan Kaufmann, 2006 (ISBN: 0122290631)
- David H. Eberly, "Game Physics," Second Edition, Morgan Kaufmann, 2010 (ISBN: 0123749034)
- Randima Fernando and Mark J. Kilgard, "The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics," Addison-Wesley Professional, 2003 (ISBN: 0321194969)
- Jason Gregory, "Game Engine Architecture," A K Peters, 2009 (ISBN: 1568814135)
- Dave Shreiner, "OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1," Seventh Edition, Addison-Wesley Professional, 2009 (ISBN: 0321552628)
Papers
- Jur van den Berg, Stephen J. Guy, Ming C. Lin, and Dinesh Manocha, "Reciprocal n-body Collision Avoidance," in Cédric Pradalier, Roland Siegwart, and Gerhard Hirzinger (eds.), "Robotics Research: The 14th International Symposium ISRR", Springer Tracts in Advanced Robotics, vol. 70, 2011 (ISBN: 3642194567).
- William T. Reeves, "Particle Systems - A Technique for Modeling a Class of Fuzzy Objects," ACM Transactions on Graphics, vol. 2, no. 2, pp. 91-108, 1983 (DOI: 10.1145/357318.357320)
- John Rohlf and James Helman, "IRIS Performer: A High Performance Multiprocessing Toolkit for Real-Time 3D Graphics," in Proceedings of the 21st Annual Conference on Computer Graphics and Interactive Techniques, pp. 381-394, 1994 (DOI: 10.1145/192161.192262)
Online Resources
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