Literatura

 

 

 

[1]    Tim Heidmann, “Real Shadows Real Time”, IRIS Universe, Number 18, 1991, pp. 28-31.

 

[2]    Frank Crow, “Shadow Algorithms for Computer Graphics”, Proceedings of SIGGRAPH, 1977, pp. 242-248.

 

[3]    Cass Everitt and Mark J. Kilgard, Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering, published on-line at developer.nvidia.com, March 12, 2002.

 

[4]  Cass Everitt, Shadow Mapping, published on-line at developer.nvidia.com

 

[5]    Mark J. Kilgard, “Robust Stencil Volumes”, CEDEC 2001 presentation, Tokyo, Sept. 4, 2001.

 

[6]    Mark J. Kilgard, “Shadow Mapping with Today’s OpenGL Hardware”, GDC 2000: Programming Session, March 10, 2000.

 

[7]    Lynne Brotman and Norman Badler, “Generating Soft Shadows with a Depth Buffer Algorithm,” IEEE Computer Graphics and Applications, Oct. 1984, pp. 5-12.

 

[8]    Harlen Costa Batagelo and Ilaim Costa Junior, “Real-Time Shadow Generation Using BSP Trees and Stencil Buffers”, XII Brazilian Symposium on Computer Graphics and Image Processing, Campinas, Brazil, Oct. 1999, pp. 93-102.

 

[9]    David Blythe, Tom McReynolds, et.al., “Shadow Volumes”, Program with OpenGL: Advanced Rendering, SIGGRAPH course notes, 1996.

 

[10]  Michael McCool, “Shadow Volume Reconstruction from Depth Maps,” ACM Transactions on Graphics, Jan. 2001, pp. 1-25.

 

[11]  Mark Segal and Kurt Akeley, “The OpenGL Graphics System: A Specification”, version 1.3, 2001.

 

[12]  Andrew Woo, Pierre Poulin, and Alain Fournier, “A Survey of Shadow Algorithms”, IEEE Computer Graphics and Applications, Nov. 1990, pp. 13-32.

 

[13]  Eric Haines and Tomas Möller, “Real-Time Shadows”, more information on http://www.realtimerendering.com.

 

[14]  Jukka Kainulainen, “Stancil Shadow Volumes”, T-11.500 Seminar on Advanced Rendering Techniques, spring 2002.