참고문헌
- R. Wang, X. Qian, OpenSceneGraph 3 Beginner's Guide, Packt Publishing Ltd., 2012.
- R. Wang, X. Qian, OpenSceneGraph 3 Cookbook, Packt Publishing Ltd., 2010.
- OpenSceneGraph, http://www.openscenegraph.org/
- Y. Zhang, L. Zou, J. Liu, "Simulation of snow effects in visual simulation of virtual campus based on OSG," Proceedings of the International Conference on Multimedia Technology, pp.3658-3662, 2011.
- L. Li, W. Wan, X. Li, Z. Wang, "Weather phenomenon simulations in 3D virtual scenes based on OSG particle system," Proceedings of IET International Communication Conference on Wireless Mobile and Computing, pp.254-257, 2011.
- X. Huang, N. Li, D. Zhao, R. Xu, "Design and Application of General Data Structure for Particle System," Proceedings of International Conference on Computer Science and Electronics Engineering, Vol. 1, pp.489-492, 2012.
- N. Fan, N. Zhang, "Real-time Simulation of Rain and Snow in Virtual Environment," Proceedings of International Conference on Industrial Control and Electronics Engineering, pp.29-32, 2012.
- Y. Tan, X. Zhang, C. Wang, Q. Zhao, "Real-Time Snowing Simulation Based on Particle Systems," Proceedings of International Workshop on Education Technology and Computer Science, Vol. 3, pp.7-11, 2009.
- T. Akernine-Moller, E Haines, "Real-time rendering 2nd edition," 2002.
- J. Yi, "An efficient occlusion culling algorithm of line segment intersection based on large-scale scene," Proceeding of Information Science and Digital Content Technology, pp. 128-130, 2012.
- I. Mansa, A. Amundarain, A. Garcia-Alonso, L. Matey, "Occlusion culling for stereoscopic display of complex mechanical sets," Proceedings of International Conference on Information Visualization, 2007.
- Q. Xiong, X.Y. Huang, "Speed Tree-Based Forest Simulation System," Proceedings of IEEE International Conference on In Electrical and Control Engineering, pp.3033-3036, 2010.
- C. Wang, H. Xu, H. Zhang, D. Han, "A fast 2D frustum culling approach," Proceeding of Computer Engineering and Technology, pp.414-417, 2010.
- B.J. Lee, J.S. Park, "A Contribution Culling Method for Fast Rendering of complex Urban Scenes," Journal of Korea Game Society, Vol. 7, No. 1, pp.43-52, 2007(in Korean).
- H.S. Kim, K.W. Kim, J.Y. CHO, "Enhanced High Resolution Tiled Display through View Frustum Culling," Proceedings of Conference On The Korean Society for Aeronautical and Space Sciences, pp.533-536, 2005(in korean).