Books:
Pharr, M and Green, S. 2004. Chapter 17: Ambient Occlusion. Fernando, R. GPU Gems: Programming Techniques, Tips and Tricks for Real Time Graphics. Addison Wesley. 2004. pp 272-292. [online]. Available online at: http://http.developer.nvidia.com/GPUGems/gpugems_ch17.html [Accessed 18/10/10]
Bunnell, M. 2005. Chapter 14: Dynamic Ambient Occlusion and Indirect Lighting. Fernando, R. GPU Gems 2: Programming Techniques for High Performance Graphics and General Purpose Computation. Addison Wesley. 2005. pp 223-233. [online]. Available online at: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter14.html [Accessed 18/10/10]
Hoberock, J and Jia, Y. 2007. Chapter 12: High Quality Ambient Occlusion. Nguyen, H. GPU Gems 3. Addison Wesley. 2007/08. pp 257-274. [online]. Available online at: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch12.html [Accessed 29/10/10]
Filion, D. 2010. Chapter 1.2: Principles and Practice of Screen Space Ambient Occlusion. Lake, A. Games Programming Gems 8. Course Technology PTR. 2010. pp 12-31. [online]. Available online at http://my.safaribooksonline.com/9781584507024. [Accessed 18/10/10]
Akenine-Moller, T and Haines, E. 2002. Real-Time Rendering. 2nd ed. USA. A K Peters, Ltd.
In the latest book in the Shaderx series; ShaderX7 there are three or four articles on dynamic ambient occlusion which I feel would be very useful - especially because they are very recent. (ShaderX7 was published this year.) However I haven't been able to locate a copy, either in the library or in ebook form (and at £23 I can't really afford to buy a copy.) I'm going to ask the library if they can do an inter library loan, so hopefully I'll be able to get my hands on a copy at some point.
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