- van der Burg, John, “Building an Advanced Particle System,” Gamasutra, June 2000.
- Latta, Lutz, “Everything about Particle Effects,” Game Developers Conference, Mar. 2007.
- 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.
- Bridson, Robert, Fluid Simulation for Computer Graphics, Second Edition, CRC Press, 2015.
- Whitley, Brandon, “The Destiny Particle Architecture,” SIGGRAPH Advances in Real-Time Rendering in Games course, Aug. 2017.
- Evans, Alex, and Anton Kirczenow, “Voxels in LittleBigPlanet 2,” SIGGRAPH Advances in Real-Time Rendering in Games course, Aug. 2011.
- Mittring, Martin, “The Technology Behind the ‘Unreal Engine 4 Elemental Demo’,” Game Developers Conference, Mar. 2012.
- Vainio, Matt, “The Visual Effects of inFAMOUS: Second Son,” Game Developers Conference, Mar. 2014.
- Wronski, Bartlomiej, “Assassin’s Creed: Black Flag—Road to Next-Gen Graphics,” Game Developers Conference, Mar. 2014.
- Gjøl, Mikkel, and Mikkel Svendsen, “The Rendering of Inside,” Game Developers Conference, Mar. 2016.
- Thomas, Gareth, “Compute-Based GPU Particle Systems,” Game Developers Conference, Mar. 2014.
- 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.
- Skillman, Drew, and Pete Demoreuille, “Rock Show VFX: Bringing Brütal Legend to Life,” Game Developers Conference, Mar. 2010.
- Rockenbeck, Bill, “The inFAMOUS: Second Son Particle System Architecture,” Game Developers Conference, Mar. 2014.