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The elements of nature: interactive and realistic techniques (ACM SIGGRAPH 2004 Course Notes), Deusen O., D. S. Ebert, R. Fedkiw, F. K. Musgrave, P. Prusinkiewicz, D. Roble, J. Stam, and J. Tessendorf.
Real-time creased approximate subdivision surfaces, Kovacs D. J., Mitchell, S. Drone, and D. Zorin, and Proceedings of the 2009 symposium on Interactive 3D graphics and games.
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DirectXTex texture processing library, S. Hargreaves and C. Walbourn, Microsoft, and Codeplex: DirectXTex, a shared source library for reading and writing DDS files.
Efficient substitutes for subdivision surfaces in feature-quality games (ACM SIGGRAPH ASIA 2010 Courses), Ni T.
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Feature-adaptive GPU rendering of Catmull-Clark subdivision surfaces, Niessner M., C. Loop, M. Meyer, and T. Derose.
Analysis and Implementation of Local Subdivision Algorithms in the GPU, Nunes G., R. Braga, A. Valdetaro, A. Raposo, and B. Feijo. Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, IEEE Computer Society.
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Practical implementation of dual paraboloid shadow maps, Osman B., M. Bukowski, and C. McEvoy, and Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames.
Real-time local displacement using dynamic GPU memory management, Schäfer H., B. Keinert, and M. Stamminger, and Proceedings of the 5th High-Performance Graphics Conference.
Understanding Shader Model 5.0 with DirectX 11, Valdetaro A., G. Nunes, A. Raposo, and B. Feijó.
High-quality shadows with improved paraboloid mapping, Vanek J., J. Navrátil, A. Herout, and P. Zemčík. Proceedings of the 7th international conference on Advances in Visual Computing (Volume Part I), Springer Verlag.
Curved PN triangles, Vlachos A., J. Peters, C. Boyd, and J. L. Mitchell, and Proceedings of the 2001 symposium on Interactive 3D graphics.
Spherical, Cubic, and Parabolic Environment Mappings, The University of North Carolina, Zimmons P.