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<title>3D Engine Design for Virtual Globes</title>
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<td><a href="index.html">Home</a></td>
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<td><a href="http://blog.virtualglobebook.com/">Blog</a></td>
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<h1>Bibliography</h1>
<table summary="" border="0" width="630">
<tr><td>
<p>
[1] Kurt Akeley and Jonathan Su. "Minimum Triangle Separation for Correct z-Buffer Occlusion." In <em>Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS Symposium on Graphics Hardware</em>. New York: ACM Press, 2006. Available at <a href="http://research.microsoft.com/pubs/79213/GH%202006%20p027%20Akeley%20Su.pdf">http://research.microsoft.com/pubs/79213/GH%202006%20p027%20Akeley%20Su.pdf</a>.
</p>
<p>
[2] Kurt Akeley. "The Hidden Charms of the z-Buffer." In IRIS Universe 11, pp. 31-37, 1990.
</p>
<p>
[3] Tomas Akenine-Moller, Eric Haines, and Naty Homan. Real-Time Rendering, Third edition. Wellesley, MA: A K Peters, Ltd., 2008. <a href="http://www.realtimerendering.com/">www.realtimerendering.com</a>.
</p>
<p>
[4] Johan Andersson and Natalya Tatarchuk. "Frostbite: Rendering Architecture and Real-Time Procedural Shading & Texturing Techniques." In <em>Game Developers Conference</em>, 2007. Available at <a href="http://developer.amd.com/assets/Andersson-Tatarchuk-FrostbiteRenderingArchitecture%28GDC07_AMD_Session%29.pdf">http://developer.amd.com/assets/Andersson-Tatarchuk-FrostbiteRenderingArchitecture%28GDC07_AMD_Session%29.pdf</a>.
</p>
<p>
[5] Johan Andersson. "Terrain Rendering in Frostbite Using Procedural Shader Splatting." In <em>Proceedings of SIGGRAPH 07: ACM SIGGRAPH 2007 Courses</em>, pp. 38-58. New York: ACM Press, 2007. Available at <a href="http://developer.amd.com/documentation/presentations/legacy/Chapter5-Andersson-Terrain_Rendering_in_Frostbite.pdf">http://developer.amd.com/documentation/presentations/legacy/Chapter5-Andersson-Terrain_Rendering_in_Frostbite.pdf</a>.
</p>
<p>
[6] Johan Andersson. "Parallel Graphics in Frostbite - Current & Future." In <em>SIGGRAPH, 2009</em>. Available at <a href="http://s09.idav.ucdavis.edu/talks/04-JAndersson-ParallelFrostbite-Siggraph09.pdf">http://s09.idav.ucdavis.edu/talks/04-JAndersson-ParallelFrostbite-Siggraph09.pdf</a>.
</p>
<p>
[7] Edward Angel. <em>Interactive Computer Graphics: A Top-Down Approach Using OpenGL</em>, Fourth edition. Reading, MA: Addison Wesley, 2005.
</p>
<p>
[8] Apple. "Enabling Multi-Threaded Execution of the OpenGL Framework." Technical report, Apple, 2006. Available at <a href="http://developer.apple.com/library/mac/#technotes/tn2085/_index.html">http://developer.apple.com/library/mac/#technotes/tn2085/_index.html</a>.
</p>
<p>
[9] Arul Asirvatham and Hugues Hoppe. "Terrain Rendering Using GPU-Based Geometry Clipmaps." In <em>GPU Gems 2</em>, edited by Matt Pharr, pp. 27-45. Reading, MA: Addison-Wesley, 2005. Available at <a href="http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter02.html">http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter02.html</a>.
</p>
<p>
[10] Andreas Baerentzen, Steen Lund Nielsen, Mikkel Gjael, Bent D. Larsen, and Niels Jaergen Christensen. "Single-Pass Wireframe Rendering." In <em>Proceedings of SIGGRAPH 06: ACM SIGGRAPH 2006 Sketches</em>. New York: ACM Press, 2006. Available at <a href="http://www2.imm.dtu.dk/pubdb/views/publication_details.php?id=4884">http://www2.imm.dtu.dk/pubdb/views/publication_details.php?id=4884</a>.
</p>
<p>
[11] Steve Baker. "Learning to Love Your z-Buffer." Available at <a href="http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html">http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html</a>, 1999.
</p>
<p>
[12] Avi Bar-Zeev. "How Google Earth Really Works." Available at <a href="http://www.realityprime.com/articles/how-google-earth-really-works">http://www.realityprime.com/articles/how-google-earth-really-works</a>, 2007.
</p>
<p>
[13] Sean Barrett. "Enumeration of Polygon Edges from Vertex Windings." Available at <a href="http://nothings.org/computer/edgeenum.html">http://nothings.org/computer/edgeenum.html</a>, 2008.
</p>
<p>
[14] Louis Bavoil. "Effcient Multifragment Effects on Graphics Processing Units." Master's thesis, University of Utah, 2007. Available at <a href="http://www.sci.utah.edu/~csilva/papers/thesis/louis-bavoil-ms-thesis.pdf">http://www.sci.utah.edu/~csilva/papers/thesis/louis-bavoil-ms-thesis.pdf</a>.
</p>
<p>
[15] Bill Bilodeau and Mike Songy. "Real Time Shadows." In <em>Creativity '99, Creative Labs Inc. Sponsored Game Developer Conferences</em>, 1999.
</p>
<p>
[16] Ruzinoor bin Che Mat and Dr. Mahes Visvalingam. "Effectiveness of Silhouette Rendering Algorithms in Terrain Visualisation." In <em>Proceedings of the National Conference on Computer Graphics and Multimedia (CoGRAMM)</em>, 2002. Available at <a href="http://staf.uum.edu.my/ruzinoor/COGRAMM.pdf">http://staf.uum.edu.my/ruzinoor/COGRAMM.pdf</a>.
</p>
<p>
[17] Charles Bloom. "Terrain Texture Compositing by Blending in the FrameBuffer." Available at <a href="http://www.cbloom.com/3d/techdocs/splatting.txt">http://www.cbloom.com/3d/techdocs/splatting.txt</a>, 2000.
</p>
<p>
[18] Charles Bloom. "View Independent Progressive Meshes (VIPM)." Available at <a href="http://www.cbloom.com/3d/techdocs/vipm.txt">http://www.cbloom.com/3d/techdocs/vipm.txt</a>, 2000.
</p>
<p>
[19] Jeff Bolz. "ARB ES2 compatibility." Available at <a href="http://www.opengl.org/registry/specs/ARB/ES2_compatibility.txt">http://www.opengl.org/registry/specs/ARB/ES2_compatibility.txt</a>, 2010.
</p>
<p>
[20] Jeff Bolz. "ARB shader subroutine." Available at <a href="http://www.opengl.org/registry/specs/ARB/shader_subroutine.txt">http://www.opengl.org/registry/specs/ARB/shader_subroutine.txt</a>, 2010.
</p>
<p>
[21] Flavien Brebion. "Tip of the Day: Logarithmic z-Buffer Artifacts Fix." Available at <a href="http://www.gamedev.net/blog/73/entry-2006307-tip-of-the-day-logarithmic-zbuffer-artifacts-fix/">http://www.gamedev.net/blog/73/entry-2006307-tip-of-the-day-logarithmic-zbuffer-artifacts-fix/</a>, 2009.
</p>
<p>
[22] Pat Brown. "EXT texture array." Available at <a href="http://www.opengl.org/registry/specs/EXT/texture_array.txt">http://www.opengl.org/registry/specs/EXT/texture_array.txt</a>, 2008.
</p>
<p>
[23] Bruce M. Bush. "The Perils of Floating Point." Available at <a href="http://www.lahey.com/float.htm">http://www.lahey.com/float.htm</a>, 1996.
</p>
<p>
[24] Fay Chang, Jeffrey Dean, Sanjay Ghemawat, Wilson C. Hsieh, Deborah A. Wallach, Mike Burrows, Tushar Chandra, Andrew Fikes, and Robert E. Gruber. "Bigtable: A Distributed Storage System for Structured Data." In <em>Proceedings of the 7th Conference on USENIX Symposium on Operating Systems Design and Implementation</em>, 7, 7, pp. 205-218, 2006. Available at <a href="http://labs.google.com/papers/bigtable-osdi06.pdf">http://labs.google.com/papers/bigtable-osdi06.pdf</a>.
</p>
<p>
[25] Bernard Chazelle. "Triangulating a Simple Polygon in Linear Time." <em>Discrete Comput. Geom.</em> 6:5 (1991), 485-524.
</p>
<p>
[26] M. Christen. "The Future of Virtual Globes - The Interactive Ray-Traced Digital Earth." In <em>ISPRS Congress Beijing 2008, Proceedings of Commission II, ThS 4</em>, 2008. Available at <a href="http://www.3dgi.ch/publications/chm/virtualglobesfuture.pdf">http://www.3dgi.ch/publications/chm/virtualglobesfuture.pdf</a>.
</p>
<p>
[27] Malte Clasen and Hans-Christian Hege. "Terrain Rendering Using Spherical Clipmaps." In <em>Eurographics/IEEE-VGTC Symposium on Visualisation</em>, pp. 91-98, 2006. Available at <a href="http://www.zib.de/clasen/?page_id=6">http://www.zib.de/clasen/?page_id=6</a>.
</p>
<p>
[28] Kate Compton, James Grieve, Ed Goldman, Ocean Quigley, Christian Stratton, Eric Todd, and Andrew Willmott. "Creating Spherical Worlds." In <em>Proceedings of SIGGRAPH 07: ACM SIGGRAPH 2007 Sketches</em>, p. 82. New York: ACM Press, 2007. Available at <a href="http://www.andrewwillmott.com/s2007">http://www.andrewwillmott.com/s2007</a>.
</p>
<p>
[29] Wagner T. Correa, James T. Klosowski, and Claudio T. Silva. "Visibility-Based Prefetching for Interactive Out-of-Core Rendering." In <em>Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics</em>. Los Alamitos, CA: IEEE Computer Society, 2003. Available at <a href="http://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/parallel_volviz/prefetch_outofcore_viz_pvg03.pdf">http://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/parallel_volviz/prefetch_outofcore_viz_pvg03.pdf</a>.
</p>
<p>
[30] Patrick Cozzi and Frank Stoner. "GPU Ray Casting of Virtual Globes." In <em>Proceedings of SIGGRAPH 10: ACM SIGGRAPH 2010 Posters</em>, p. 1. New York: ACM Press, 2010. Available at <a href="http://www.agi.com/gpuraycastingofvirtualglobes">http://www.agi.com/gpuraycastingofvirtualglobes</a>.
</p>
<p>
[31] Patrick Cozzi. "A Framework for GLSL Engine Uniforms." In <em>Game Engine Gems 2</em>, edited by Eric Lengyel. Natick, MA: A K Peters, Ltd., 2011. <a href="http://www.gameenginegems.net/">http://www.gameenginegems.net/</a>.
</p>
<p>
[32] Patrick Cozzi. "Delaying OpenGL Calls." In <em>Game Engine Gems 2</em>, edited by Eric Lengyel. Natick, MA: A K Peters, Ltd., 2011. <a href="http://www.gameenginegems.net/">http://www.gameenginegems.net/</a>.
</p>
<p>
[33] Matt Craighead, Mark Kilgard, and Pat Brown. "ARB point sprite." Available at <a href="http://www.opengl.org/registry/specs/ARB/point_sprite.txt">http://www.opengl.org/registry/specs/ARB/point_sprite.txt</a>, 2003.
</p>
<p>
[34] Matt Craighead. "NV_primitive_restart." Available at <a href="http://www.opengl.org/registry/specs/NV/primitive_restart.txt">http://www.opengl.org/registry/specs/NV/primitive_restart.txt</a>, 2002.
</p>
<p>
[35] Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre, and Elmar Eisemann. "GigaVoxels: Ray-Guided Streaming for Efficient and Detailed Voxel Rendering." In <em>ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D)</em>. New York: ACM Press, 2009. Available at <a href="http://artis.imag.fr/Publications/2009/CNLE09/">http://artis.imag.fr/Publications/2009/CNLE09/</a>.
</p>
<p>
[36] Chenguang Dai, Yongsheng Zhang, and Jingyu Yang. "Rendering 3D Vector Data Using the Theory of Stencil Shadow Volumes." In <em>ISPRS Congress Beijing 2008, Proceedings of Commission II, WG II/5</em>, 2008. Available at <a href="http://www.isprs.org/proceedings/XXXVII/congress/2_pdf/5_WG-II-5/06.pdf">http://www.isprs.org/proceedings/XXXVII/congress/2_pdf/5_WG-II-5/06.pdf</a>.
</p>
<p>
[37] Christian Dick, Jens Kruger, and Rudiger Westermann. "GPU Ray-Casting for Scalable Terrain Rendering." In <em>Proceedings of Eurographics 2009 - Areas Papers</em>, pp. 43-50, 2009. Available at <a href="http://wwwcg.in.tum.de/Research/Publications/TerrainRayCasting">http://wwwcg.in.tum.de/Research/Publications/TerrainRayCasting</a>.
</p>
<p>
[38] Christian Dick. "Interactive Methods in Scientific Visualization: Terrain Rendering." In <em>IEEE/VGTC Visualization Symposium</em>, 2009. Available at <a href="http://wwwcg.in.tum.de/Tutorials/PacificVis09/Terrain.pdf">http://wwwcg.in.tum.de/Tutorials/PacificVis09/Terrain.pdf</a>.
</p>
<p>
[39] Alan Neil Ditchfield. "Honeycomb Spherical Figure." Available at <a href="http://www.neubert.net/Download/global-grid.doc">http://www.neubert.net/Download/global-grid.doc</a>, 2001.
</p>
<p>
[40] David Douglas and Thomas Peucker. "Algorithms for the Reduction of the Number of Points Required to Represent a Digitized Line or its Caricature." <em>The Canadian Cartographer</em> 10:2 (1973), 112-122.
</p>
<p>
[41] Mark Duchaineau, Murray Wolinsky, David E. Sigeti, Mark C. Miller, Charles Aldrich, and Mark B. Mineev-Weinstein. "ROAMing Terrain: Real-Time Optimally Adapting Meshes." In <em>Proceedings of the 8th Conference on Visualization '97</em>, pp. 81-88. Los Alamitos, CA: IEEE Computer Society, 1997.
</p>
<p>
[42] Jonathan Dummer. "Cone Step Mapping: An Iterative Ray-Heightfield Intersection Algorithm." Available at <a href="http://www.lonesock.net/files/ConeStepMapping.pdf">http://www.lonesock.net/files/ConeStepMapping.pdf</a>, 2006.
</p>
<p>
[43] David Eberly. <em>3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics</em>, Second edition. San Francisco: Morgan Kaufmann, 2006.
</p>
<p>
[44] David Eberly. "Triangulation by Ear Clipping." Available at <a href="http://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf">http://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf</a>, 2008.
</p>
<p>
[45] David Eberly. "Wild Magic 5 Overview." Available at <a href="http://www.geometrictools.com/WildMagic5Overview.pdf">http://www.geometrictools.com/WildMagic5Overview.pdf</a>, 2010.
</p>
<p>
[46] Christer Ericson. "Physics for Games Programmers: Numerical Robustness (for Geometric Calculations)." Available at <a href="http://realtimecollisiondetection.net/pubs/">http://realtimecollisiondetection.net/pubs/</a>, 2007.
</p>
<p>
[47] Christer Ericson. "Order Your Graphics Draw Calls Around!" Available at <a href="http://realtimecollisiondetection.net/blog/?p=86">http://realtimecollisiondetection.net/blog/?p=86</a>, 2008.
</p>
<p>
[48] Carl Erikson, Dinesh Manocha, and William V. Baxter III. "HLODs for Faster Display of Large Static and Dynamic Environments." In <em>Proceedings of the 2001 Symposium on Interactive 3D Graphics</em>, pp. 111-120. New York: ACM Press, 2001.
</p>
<p>
[49] ESRI. "ESRI Shapefile Technical Description." Available at <a href="http://www.esri.com/library/whitepapers/pdfs/shapefile.pdf">http://www.esri.com/library/whitepapers/pdfs/shapefile.pdf</a>, 1998.
</p>
<p>
[50] Tom Forsyth. "Linear-Speed Vertex Cache Optimisation." Available at <a href="http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html">http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html</a>, 2006.
</p>
<p>
[51] Tom Forsyth. "A Matter of Precision." Available at <a href="http://home.comcast.net/~tom_forsyth/blog.wiki.html#%5B%5BA%20matter%20of%20precision%5D%5D">http://home.comcast.net/~tom_forsyth/blog.wiki.html#%5B%5BA%20matter%20of%20precision%5D%5D</a>, 2006.
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