1 |
Tae-Soo Kwon, A Shadow Mapping Method of Nonuniform Sampling, Master Thesis. Seoul National Univ. 2002.
|
2 |
Nah, Jae-Ho, Woo-Chan Park, and Tack-Don Han. "A Shadow Culling Algorithm for Interactive Ray Tracing." Journal of Korea Game Society, Vol. 9, No. 6, pp. 179-189, Dec. 2009.
|
3 |
Sangduk Kim, Jin-Woo Kim, Woo-Chan Park, and Tack-Don Han, "Bounding Box based Shadow Ray Culling Method for Real-Time Ray Tracer", Journal of Korea Game Society, Vol. 13, No. 3, pp. 85-94, June 2013.
DOI
|
4 |
Sanghun Kim, Mincheol Kim, and Wonik Choi, "Variance-blended Cascaded Shadow Mapping Algorithm for Addressing a Seam Problem in Cascaded Shadow Maps", Journal of KIISE : Software and Applications Vol. 39, No. 5, pp. 355-366, 2012.5.
|
5 |
Kyoung-su Oh and Byeong-Seok Shin, "Shadow Texture Generation Using Temporal Coherence", Journal of Korea Multimedia Society, Vol. 7, No. 11, pp. 1550-1555, Nov., 2004.
|
6 |
Microsoft MSDN: Common Techniques to Improve Shadow Depth Maps, https://msdn.microsoft.com/en-us/library/windows/desktop/ee416324(v=vs.85).aspx
|
7 |
JungHyun Han, 3D Graphics for Game Programming, CRC Press, pp. 246-250, 2011.
|
8 |
Pope Kim, Introduction to Shader Programming, Hanbit Media, pp. 209, 2012.
|
9 |
Media It News, "Flower of Gaming PC, Graphics Card", http://www.it.co.kr/news/article.html?no=2801565, 2015.06.06.
|
10 |
Media It News, "Faster! Faster! The Reason of Performance Improvement of CPU and Graphics Card", http://www.it.co.kr/news/article.html?no=2799487, 2015.04.25.
|
11 |
Do-Hyoung Kim, "Real Time Shadow Processing Techniques in 3D Game Graphics Engine", The Magazine of the IEIE, Vol. 34, No. 10, pp. 54-62, 2007.10.
|
12 |
Young-Jung Yu and Jin-Ho Choi, "An Improved PCF Technique for The Generation of Shadows", J. Korea Inst. Inf. Commun. Eng., Vol. 11, No. 8, pp. 1442-1449, 2007.8.
|