References

[AnySL] Ralf Karrenberg, Dmitri Rubinstein, Philipp Slusallek and Sebastian Hack. “AnySL: efficient and portable shading for ray tracing”. Proceedings of the Conference on High Performance Graphics. Eurographics Association, 2010. See http://portal.acm.org/citation.cfm?id=1921479.1921495. See also AnySL website http://www.cdl.uni-saarland.de/projects/anysl/.

[Castle Game Engine] Michalis Kamburelis. The engine webpage, with information and downloads of our tools (like view3dscene): http://castle-engine.sourceforge.net/.

[Cg] Cg - The Language for High-Performance Realtime Graphics. NVidia. See http://developer.nvidia.com/cg-toolkit.

[GLSL] Khronos Group. OpenGL Shading Language. See http://www.opengl.org/documentation/glsl/.

[GLSL Book] Randi J. Rost. OpenGL Shading Language. Addison-Wesley, 2004.

[GPU Gems PCF] Michael Bunnell and Fabio Pellacini. “Shadow Map Antialiasing”. Chapter 11 of: GPU Gems. 2004. Available online on http://http.developer.nvidia.com/GPUGems/gpugems_ch11.html.

[NoiseTexture] Instant Reality. NoiseTexture. See http://doc.instantreality.org/documentation/nodetype/NoiseTexture/.

[OGRE Shader] OGRE Wiki - RT Shader System. See http://www.ogre3d.org/tikiwiki/RT+Shader+System&structure=Development.

[Sh] Stefanus Du Toit and Michael McCool. Metaprogramming GPUs with Sh. A K Peters/CRC Press, 2004.

[Spark] Tim Foley and Pat Hanrahan. “Spark: Modular, Composable Shaders for Graphics Hardware”. Proceedings of SIGGRAPH 2011. ACM, 2011. See http://graphics.stanford.edu/papers/spark/.

[Volumetric Fog] Emil Persson "Humus". Volumetric Fogging 2. 2006. See http://www.humus.name/index.php?page=3D&ID=70. Nice overview also on http://www.evl.uic.edu/sjames/cs525/shader.html.

[X3D] Web3D Consortium. Extensible 3D (X3D) Graphics Standard. 2008. ISO/IEC 19775-1.2:2008. See http://web3d.org/x3d/specifications/.

[X3D Bump Mapping] Michalis Kamburelis. Bump mapping extensions. 2008. See http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_bump_mapping

[X3D DeclarativeShader] Karsten Schwenk, Yvonne Jung, Johannes Behr and Dieter W. Fellner. “A modern declarative surface shader for X3D”. Proceedings of the 15th International Conference on Web 3D Technology. ACM, 2010. See http://doi.acm.org/10.1145/1836049.1836051.

[X3D Shaders] Gonçalo Nuno Moutinho de Carvalho, Tony Gill and Tony Parisi. “X3D programmable shaders”. Proceedings of the ninth international conference on 3D Web technology. ACM, 2004. Available online as part of the X3D specification, see http://web3d.org/x3d/specifications/ISO-IEC-19775-1.2-X3D-AbstractSpecification/Part01/components/shaders.html

[X3D Shadow Maps] Michalis Kamburelis. “Shadow maps and projective texturing in X3D”. Proceedings of the 15th International Conference on Web 3D Technology. ACM, 2010. See http://castle-engine.sourceforge.net/x3d_extensions_shadow_maps.php.

[X3D TexCoord Bounds] Michalis Kamburelis. Tex coord generation dependent on bounding box. 2010. See http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_tex_coord_bounds.

[X3D Volume] Web3D Consortium. “Volume rendering component”. Part of the latest (not finalized yet) version of the Extensible 3D (X3D) Graphics Standard: X3D 3.3. 2011. The text of the component is inside the proposed X3D 3.3 specification: http://web3d.org/x3d/specifications/ISO_IEC_PDAM1_19775_1_2008-X3D-AbstractSpecification/Part01/components/volume.html.