Overview

Resources

Akenine-Moller, T., Haines E., Hoffman N. 2008. Real-time rendering 3rd ed. Wellesley, MA: AK Peters.

Alexander, C. et al. 1977. A Pattern Language. New York: Oxford University Press.

AMD 2006. AMD “Close to Metal” technology unleashes the power of stream computing. [online] Available from: http://www.amd.com/us/press-releases/Pages/Press_Release_114147.aspx [Accessed 1 December 2011]

Andersson, J. 2011. Battlefield 3: DirectX 11 rendering in Battlefield 3. In: Game Developers Conference, San Francisco, February 28 - March 4, 2011. [online]. Available from: http://publications.dice.se/attachments/GDC11_DX11inBF3_Public.pdf [Accessed 15 October 2011]

Andersson, J. 2010. Five major challenges in interactive rendering. In: ACM SIGGRAPH 2010: Beyond Programmable Shading I, Los Angeles, July 29 2010. [online]. Available from: http://bps10.idav.ucdavis.edu/talks/02-andersson_5MajorChallenges_BPS_SIGGRAPH2010.pdf [Accessed: 2 December 2011]

Bilodeau, B. 2011. Efficient compute shader programming. In: Game Developers Conference, San Francisco, February 28 - March 4, 2011. [online]. Available from: http://developer.amd.com/gpu_assets/Efficient%20Compute%20Shader%20Programming.pps [Accessed 16 October 2011]

Boyd, C. 2010. DirectCompute lecture series 101: introduction to DirectCompute. [online] Microsoft. Available from: http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-101-Introduction-to-DirectCompute [Accessed 30 September 2011]

Boyd, C. 2010. DirectCompute use in real-time rendering products. In: ACM SIGGRAPH 2010: Beyond Programmable Shading I, Los Angeles, July 29 2010. [online]. Available from: http://bps10.idav.ucdavis.edu/talks/05-boyd_DirectComputGames_BPS_SIGGRAPH2010.pdf [Accessed: 2 December 2011]

Crassin, C. et al. 2011. Interactive indirect illumination using voxel cone tracing. Computer Graphics Forum. 30(7). pp.1921-1930

Foley, T. 2010. Parallel programming models for graphics. In: CS448s: Beyond Programmable Shading. Stanford, April 13 2010. Available from: https://graphics.stanford.edu/wikis/cs448s-10/FrontPage?action=AttachFile&do=get&target=tfoley-Programming+Models.pdf [Accessed 2 December 2011]

Gamma, E. et al., 1995. Design patterns: elements of reusable object-oriented software. B. Kernighan, ed., Addison-Wesley. Available at: http://www.cs.up.ac.za/cs/aboake/sws780/references/patternstoarchitecture/Gamma-DesignPatternsIntro.pdf [Accessed 2 December 2011]

Gaster, B. and Howes, L. 2011. The future of the APU – braided parallelism. In: AMD Fusion Development Summit, Bellevue, WA, June 13 – 16, 2011. [online]. Available from: http://developer.amd.com/afds/assets/presentations/2901_final.pdf [Accessed 2 December 2011]

Gruen H. 2011. Real-time one-bounce indirect illuminations and shadows using ray tracing. In: W. Engel, ed. GPU Pro 2: Advanced Rendering Techniques. Natick, MA: AK Peters. 2011, pp. 151 – 172

Houston, M. and Lefohn A. 2011 Beyond programmable shading: introduction. In: CS448s: Beyond Programmable Shading, Stanford Spring 2011. [online] Available from: https://graphics.stanford.edu/wikis/cs448s-11/FrontPage?action=AttachFile&do=get&target=01-intro-BPS-2011-spring.pdf [Accessed 1 December 2011]

Howes, L. 2010. DirectCompute lecture series 230: GPU Accelerated Physics. [online] Microsoft. Available from: http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&DownloadId=12985 [Accessed 30 September 2011]

Ki, H. 2011. multi-resolution deferred shading. In: A. Lake, ed. Game Programming Gems 8. Boston, MA: Cengage Learning. 2011, pp. 32 – 38

Kronos. 2011. OpenCL: the open source open standard for parallel programming of heterogeneous systems. [online] Available from: http://www.khronos.org/opencl/ [Accessed 10 November 2011]

Lefohn, A. 2010. Parallel Programming for Real-Time Graphics. In: ACM SIGGRAPH 2010: Beyond Programmable Shading I, Los Angeles, July 29 2010. [online]. Available from: http://bps10.idav.ucdavis.edu/talks/04-lefohn_ParallelProgrammingGraphics_BPS_SIGGRAPH2010.pdf [Accessed: 2 December 2011]

Massingill, B., Mattson, T. Sanders, B. 2007. SIMD: An additional pattern for PLPP (Pattern Language for Parallel programming) [online]. Available from: http://parlab.eecs.berkeley.edu/wiki/_media/patterns/simd.pdf [Accessed 1 December 2011]

Mattson, T. 2009. Data parallel design patterns. [online]. Available from: http://parlab.eecs.berkeley.edu/wiki/_media/patterns/data_parallel.pdf [Accessed 1 December 2011]

MSDN. 2011. New resource types. [online] Available from: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476335%28v=vs.85%29.aspx [Accessed 1 December 2011]

Microsoft. 2010. ComputeShaderSort11 Sample Whitepaper In: Microsoft DirectX June 2010 SDK Samples and Documentation. Available from: http://www.microsoft.com/download/en/details.aspx?id=6812 [Accessed: 2 December 2011]

NVIDIA. 2011. CUDA: parallel programming and computing platform. [online] Available from: http://www.nvidia.com/object/cuda_home_new.html [Accessed 28 November 2011]

Penner. E. 2011. Shader amortization using pixel quad message passing. In: W. Engel, ed. GPU Pro 2: Advanced Rendering Techniques. Natick, MA: AK Peters. 2011, p. 349

Sottile, M., Mattson, T., Rasmussen, C. 2010. Introduction to concurrency in programming Languages. Boca Raton, FL: CRC Press

Story, J., Gruen, H., Takahiro, H. 2011. DirectCompute accelerated separable filtering. In: Game Developers Conference, San Francisco February 28 - March 4 2011. [online]. Available from: http://developer.amd.com/gpu_assets/DirectCompute%20Accelerated%20Separable%20Filters.pps [Accessed 6 October 2011]

Thibieroz, N. 2011. Order-independent transparency using per pixel linked lists. In: W. Engel, ed. GPU Pro 2: Advanced Rendering Techniques. Natick, MA: AK Peters. 2011, pp. 409 – 432

Thibieroz, N. 2010. DirectCompute performance on DX11 hardware. In: Game Developers Conference, San Francisco, March 9 – 13 2010. [online]. Available from: http://developer.amd.com/gpu_assets/DirectCompute%20Performance.zip [Accessed 1 December 2011]

Zink, J., Pettineo M., Hoxley, J. 2011. Practical rendering & computation with Direct3D 11. Boca Raton, FL: CRC Press

Zink, J. 2011. Hieroglyph 3.[software]. Available from: http://hieroglyph3.codeplex.com/ [Accessed 2 December 2011]

Hux, A. Overlapped execution on programmable graphics hardware. In: A. Lake, ed. Game Programming Gems 8. Boston, MA: Cengage Learning. 2011, pp. 90 – 100

Kirk, D., Hwu, W. 2010. Programming massively parallel processors: a hands-on approach. Amsterdam: Elsevier Inc.

NVIDIA. 2010. DirectCompute programming guide.[online] Available from: http://developer.download.nvidia.com/compute/DevZone/docs/html/DirectCompute/doc/DirectCompute_Programming_Guide.pdf [Accessed 2 December 2011]

Sherrod, A., and Jones, W. 2011. Beginning DirectX 11 game programming. Boston, MA: Course Technology Cengage Learning

Zink, J. 2011. Ambient occlusion using DirectX compute shader. In: A. Lake, ed. Game Programming Gems 8. Boston, MA: Cengage Learning. 2011, pp. 50 – 73