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References

  1. van der Burg, John, “Building an Advanced Particle System,” Gamasutra, June 2000.
  2. Latta, Lutz, “Everything about Particle Effects,” Game Developers Conference, Mar. 2007.
  3. Latta, Lutz, “Massively Parallel Particle Systems on the GPU,” in Wolfgang Engel, ed., ShaderX3, Charles River Media, pp. 119–133, 2004. Also presented at GDC 2004 and published as “Building a Million-Particle System,” Gamasutra, July 28, 2004.
  4. Bridson, Robert, Fluid Simulation for Computer Graphics, Second Edition, CRC Press, 2015.
  5. Whitley, Brandon, “The Destiny Particle Architecture,” SIGGRAPH Advances in Real-Time Rendering in Games course, Aug. 2017.
  6. Evans, Alex, and Anton Kirczenow, “Voxels in LittleBigPlanet 2,” SIGGRAPH Advances in Real-Time Rendering in Games course, Aug. 2011.
  7. Mittring, Martin, “The Technology Behind the ‘Unreal Engine 4 Elemental Demo’,” Game Developers Conference, Mar. 2012.
  8. Vainio, Matt, “The Visual Effects of inFAMOUS: Second Son,” Game Developers Conference, Mar. 2014.
  9. Wronski, Bartlomiej, “Assassin’s Creed: Black Flag—Road to Next-Gen Graphics,” Game Developers Conference, Mar. 2014.
  10. Gjøl, Mikkel, and Mikkel Svendsen, “The Rendering of Inside,” Game Developers Conference, Mar. 2016.
  11. Thomas, Gareth, “Compute-Based GPU Particle Systems,” Game Developers Conference, Mar. 2014.
  12. Xiao, Xiangyun, Shuai Zhang, and Xubo Yang, “Real-Time High-Quality Surface Rendering for Large Scale Particle-Based Fluids,” Symposium on Interactive 3D Graphics and Games, Mar. 2017.
  13. Skillman, Drew, and Pete Demoreuille, “Rock Show VFX: Bringing Brütal Legend to Life,” Game Developers Conference, Mar. 2010.
  14. Rockenbeck, Bill, “The inFAMOUS: Second Son Particle System Architecture,” Game Developers Conference, Mar. 2014.