3D Engine Design for Virtual Globes Cover
Home TOC Back Cover Reviews Code Figures Bibliography BibTeX Errata Blog

Bibliography

[1] Kurt Akeley and Jonathan Su. "Minimum Triangle Separation for Correct z-Buffer Occlusion." In Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS Symposium on Graphics Hardware. New York: ACM Press, 2006. Available at http://research.microsoft.com/pubs/79213/GH%202006%20p027%20Akeley%20Su.pdf.

[2] Kurt Akeley. "The Hidden Charms of the z-Buffer." In IRIS Universe 11, pp. 31-37, 1990.

[3] Tomas Akenine-Moller, Eric Haines, and Naty Ho man. Real-Time Rendering, Third edition. Wellesley, MA: A K Peters, Ltd., 2008. www.realtimerendering.com.

[4] Johan Andersson and Natalya Tatarchuk. "Frostbite: Rendering Architecture and Real-Time Procedural Shading & Texturing Techniques." In Game Developers Conference, 2007. Available at http://developer.amd.com/assets/Andersson-Tatarchuk-FrostbiteRenderingArchitecture%28GDC07_AMD_Session%29.pdf.

[5] Johan Andersson. "Terrain Rendering in Frostbite Using Procedural Shader Splatting." In Proceedings of SIGGRAPH 07: ACM SIGGRAPH 2007 Courses, pp. 38-58. New York: ACM Press, 2007. Available at http://developer.amd.com/documentation/presentations/legacy/Chapter5-Andersson-Terrain_Rendering_in_Frostbite.pdf.

[6] Johan Andersson. "Parallel Graphics in Frostbite - Current & Future." In SIGGRAPH, 2009. Available at http://s09.idav.ucdavis.edu/talks/04-JAndersson-ParallelFrostbite-Siggraph09.pdf.

[7] Edward Angel. Interactive Computer Graphics: A Top-Down Approach Using OpenGL, Fourth edition. Reading, MA: Addison Wesley, 2005.

[8] Apple. "Enabling Multi-Threaded Execution of the OpenGL Framework." Technical report, Apple, 2006. Available at http://developer.apple.com/library/mac/#technotes/tn2085/_index.html.

[9] Arul Asirvatham and Hugues Hoppe. "Terrain Rendering Using GPU-Based Geometry Clipmaps." In GPU Gems 2, edited by Matt Pharr, pp. 27-45. Reading, MA: Addison-Wesley, 2005. Available at http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter02.html.

[10] Andreas Baerentzen, Steen Lund Nielsen, Mikkel Gjael, Bent D. Larsen, and Niels Jaergen Christensen. "Single-Pass Wireframe Rendering." In Proceedings of SIGGRAPH 06: ACM SIGGRAPH 2006 Sketches. New York: ACM Press, 2006. Available at http://www2.imm.dtu.dk/pubdb/views/publication_details.php?id=4884.

[11] Steve Baker. "Learning to Love Your z-Buffer." Available at http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html, 1999.

[12] Avi Bar-Zeev. "How Google Earth Really Works." Available at http://www.realityprime.com/articles/how-google-earth-really-works, 2007.

[13] Sean Barrett. "Enumeration of Polygon Edges from Vertex Windings." Available at http://nothings.org/computer/edgeenum.html, 2008.

[14] Louis Bavoil. "Effcient Multifragment Effects on Graphics Processing Units." Master's thesis, University of Utah, 2007. Available at http://www.sci.utah.edu/~csilva/papers/thesis/louis-bavoil-ms-thesis.pdf.

[15] Bill Bilodeau and Mike Songy. "Real Time Shadows." In Creativity '99, Creative Labs Inc. Sponsored Game Developer Conferences, 1999.

[16] Ruzinoor bin Che Mat and Dr. Mahes Visvalingam. "Effectiveness of Silhouette Rendering Algorithms in Terrain Visualisation." In Proceedings of the National Conference on Computer Graphics and Multimedia (CoGRAMM), 2002. Available at http://staf.uum.edu.my/ruzinoor/COGRAMM.pdf.

[17] Charles Bloom. "Terrain Texture Compositing by Blending in the FrameBuffer." Available at http://www.cbloom.com/3d/techdocs/splatting.txt, 2000.

[18] Charles Bloom. "View Independent Progressive Meshes (VIPM)." Available at http://www.cbloom.com/3d/techdocs/vipm.txt, 2000.

[19] Jeff Bolz. "ARB ES2 compatibility." Available at http://www.opengl.org/registry/specs/ARB/ES2_compatibility.txt, 2010.

[20] Jeff Bolz. "ARB shader subroutine." Available at http://www.opengl.org/registry/specs/ARB/shader_subroutine.txt, 2010.

[21] Flavien Brebion. "Tip of the Day: Logarithmic z-Buffer Artifacts Fix." Available at http://www.gamedev.net/blog/73/entry-2006307-tip-of-the-day-logarithmic-zbuffer-artifacts-fix/, 2009.

[22] Pat Brown. "EXT texture array." Available at http://www.opengl.org/registry/specs/EXT/texture_array.txt, 2008.

[23] Bruce M. Bush. "The Perils of Floating Point." Available at http://www.lahey.com/float.htm, 1996.

[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 Proceedings of the 7th Conference on USENIX Symposium on Operating Systems Design and Implementation, 7, 7, pp. 205-218, 2006. Available at http://labs.google.com/papers/bigtable-osdi06.pdf.

[25] Bernard Chazelle. "Triangulating a Simple Polygon in Linear Time." Discrete Comput. Geom. 6:5 (1991), 485-524.

[26] M. Christen. "The Future of Virtual Globes - The Interactive Ray-Traced Digital Earth." In ISPRS Congress Beijing 2008, Proceedings of Commission II, ThS 4, 2008. Available at http://www.3dgi.ch/publications/chm/virtualglobesfuture.pdf.

[27] Malte Clasen and Hans-Christian Hege. "Terrain Rendering Using Spherical Clipmaps." In Eurographics/IEEE-VGTC Symposium on Visualisation, pp. 91-98, 2006. Available at http://www.zib.de/clasen/?page_id=6.

[28] Kate Compton, James Grieve, Ed Goldman, Ocean Quigley, Christian Stratton, Eric Todd, and Andrew Willmott. "Creating Spherical Worlds." In Proceedings of SIGGRAPH 07: ACM SIGGRAPH 2007 Sketches, p. 82. New York: ACM Press, 2007. Available at http://www.andrewwillmott.com/s2007.

[29] Wagner T. Correa, James T. Klosowski, and Claudio T. Silva. "Visibility-Based Prefetching for Interactive Out-of-Core Rendering." In Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics. Los Alamitos, CA: IEEE Computer Society, 2003. Available at http://www.evl.uic.edu/cavern/rg/20040525_renambot/Viz/parallel_volviz/prefetch_outofcore_viz_pvg03.pdf.

[30] Patrick Cozzi and Frank Stoner. "GPU Ray Casting of Virtual Globes." In Proceedings of SIGGRAPH 10: ACM SIGGRAPH 2010 Posters, p. 1. New York: ACM Press, 2010. Available at http://www.agi.com/gpuraycastingofvirtualglobes.

[31] Patrick Cozzi. "A Framework for GLSL Engine Uniforms." In Game Engine Gems 2, edited by Eric Lengyel. Natick, MA: A K Peters, Ltd., 2011. http://www.gameenginegems.net/.

[32] Patrick Cozzi. "Delaying OpenGL Calls." In Game Engine Gems 2, edited by Eric Lengyel. Natick, MA: A K Peters, Ltd., 2011. http://www.gameenginegems.net/.

[33] Matt Craighead, Mark Kilgard, and Pat Brown. "ARB point sprite." Available at http://www.opengl.org/registry/specs/ARB/point_sprite.txt, 2003.

[34] Matt Craighead. "NV_primitive_restart." Available at http://www.opengl.org/registry/specs/NV/primitive_restart.txt, 2002.

[35] Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre, and Elmar Eisemann. "GigaVoxels: Ray-Guided Streaming for Efficient and Detailed Voxel Rendering." In ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D). New York: ACM Press, 2009. Available at http://artis.imag.fr/Publications/2009/CNLE09/.

[36] Chenguang Dai, Yongsheng Zhang, and Jingyu Yang. "Rendering 3D Vector Data Using the Theory of Stencil Shadow Volumes." In ISPRS Congress Beijing 2008, Proceedings of Commission II, WG II/5, 2008. Available at http://www.isprs.org/proceedings/XXXVII/congress/2_pdf/5_WG-II-5/06.pdf.

[37] Christian Dick, Jens Kruger, and Rudiger Westermann. "GPU Ray-Casting for Scalable Terrain Rendering." In Proceedings of Eurographics 2009 - Areas Papers, pp. 43-50, 2009. Available at http://wwwcg.in.tum.de/Research/Publications/TerrainRayCasting.

[38] Christian Dick. "Interactive Methods in Scientific Visualization: Terrain Rendering." In IEEE/VGTC Visualization Symposium, 2009. Available at http://wwwcg.in.tum.de/Tutorials/PacificVis09/Terrain.pdf.

[39] Alan Neil Ditchfield. "Honeycomb Spherical Figure." Available at http://www.neubert.net/Download/global-grid.doc, 2001.

[40] David Douglas and Thomas Peucker. "Algorithms for the Reduction of the Number of Points Required to Represent a Digitized Line or its Caricature." The Canadian Cartographer 10:2 (1973), 112-122.

[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 Proceedings of the 8th Conference on Visualization '97, pp. 81-88. Los Alamitos, CA: IEEE Computer Society, 1997.

[42] Jonathan Dummer. "Cone Step Mapping: An Iterative Ray-Heightfield Intersection Algorithm." Available at http://www.lonesock.net/files/ConeStepMapping.pdf, 2006.

[43] David Eberly. 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics, Second edition. San Francisco: Morgan Kaufmann, 2006.

[44] David Eberly. "Triangulation by Ear Clipping." Available at http://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf, 2008.

[45] David Eberly. "Wild Magic 5 Overview." Available at http://www.geometrictools.com/WildMagic5Overview.pdf, 2010.

[46] Christer Ericson. "Physics for Games Programmers: Numerical Robustness (for Geometric Calculations)." Available at http://realtimecollisiondetection.net/pubs/, 2007.

[47] Christer Ericson. "Order Your Graphics Draw Calls Around!" Available at http://realtimecollisiondetection.net/blog/?p=86, 2008.

[48] Carl Erikson, Dinesh Manocha, and William V. Baxter III. "HLODs for Faster Display of Large Static and Dynamic Environments." In Proceedings of the 2001 Symposium on Interactive 3D Graphics, pp. 111-120. New York: ACM Press, 2001.

[49] ESRI. "ESRI Shapefile Technical Description." Available at http://www.esri.com/library/whitepapers/pdfs/shapefile.pdf, 1998.

[50] Tom Forsyth. "Linear-Speed Vertex Cache Optimisation." Available at http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html, 2006.

[51] Tom Forsyth. "A Matter of Precision." Available at http://home.comcast.net/~tom_forsyth/blog.wiki.html#%5B%5BA%20matter%20of%20precision%5D%5D, 2006.

[52] Tom Forsyth. "Renderstate Change Costs." Available at http://home.comcast.net/~tom_forsyth/blog.wiki.html#%5B%5BRenderstate%20change%20costs%5D%5D, 2008.

[53] Anton Fruhstuck. "GPU Based Clipmaps." Master's thesis, Vienna University of Technology, 2008. Available at http://www.cg.tuwien.ac.at/research/publications/2008/fruehstueck-2008-gpu/.

[54] M. R. Garey and D. S. Johnson. Computers and Intractability: A Guide to the Theory of NP-Completeness. New York: W. H. Freeman, 1979.

[55] Michael Garland and Paul S. Heckbert. "Surface Simplification Using Quadric Error Metrics." In Proceedings of SIGGRAPH 97, Computer Graphics Proceedings, Annual Conference Series, edited by Turner Whitted, pp. 209-216. Reading, MA: Addison Wesley, 1997. Available at http://mgarland.org/files/papers/quadrics.pdf.

[56] Samuel Gateau. "Solid Wireframe." In White Paper WP-03014-001 v01. NVIDIA Corporation, 2007. Available at http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf.

[57] Nick Gebbie and Mike Bailey. "Fast Realistic Rendering of Global Worlds Using Programmable Graphics Hardware." Journal of Game Development 1:4 (2006), 5-28. Available at http://web.engr.oregonstate.edu/~mjb/WebMjb/Papers/globalworlds.pdf.

[58] Ryan Geiss and Michael Thompson. "NVIDIA Demo Team Secrets: Cascades." In Game Developers Conference, 2007. Available at http://www.slideshare.net/icastano/cascades-demo-secrets.

[59] Ryan Geiss. "Generating Complex Procedural Terrains Using the GPU." In GPU Gems 3, edited by Hubert Nguyen, pp. 7-37. Reading, MA: Addison Wesley, 2007. Available at http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html.

[60] Philipp Gerasimov, Randima Fernando, and Simon Green. "Shader Model 3.0: Using Vertex Textures." Available at ftp://download.nvidia.com/developer/Papers/2004/Vertex_Textures/Vertex_Textures.pdf, 2004.

[61] Thomas Gerstner. "Multiresolution Visualization and Compression of Global Topographic Data." GeoInformatica 7:1 (2003), 7-32. Available at http://wissrech.iam.uni-bonn.de/research/pub/gerstner/globe.pdf.

[62] Benno Giesecke. "Space Vehicles in Virtual Globes: Recommendations for the Visualization Of Objects in Space." Available at http://www.agi.com/downloads/support/productSupport/literature/pdfs/whitePapers/2007-05-24_SpaceVehiclesinVirtualGlobes.pdf, 2007.

[63] Enrico Gobbetti, Dave Kasik, and Sung eui Yoon. "Technical Strategies for Massive Model Visualization." In Proceedings of the 2008 ACM Symposium on Solid and Physical Modeling, pp. 405-415. New York: ACM Press, 2008.

[64] Google. "KML Reference." Available at http://code.google.com/apis/kml/documentation/kmlreference.html, 2010.

[65] K. M. Gorski, E. Hivon, A. J. Banday, B. D. Wandelt, F. K. Hansen, M. Reinecke, and M. Bartelmann. "HEALPix: A Framework for High-Resolution Discretization and Fast Analysis of Data Distributed on the Sphere." The Astrophysical Journal 622:2 (2005), 759-771. Available at http://stacks.iop.org/0004-637X/622/759.

[66] Evan Hart. "OpenGL SDK Guide." Available at http://developer.download.nvidia.com/SDK/10.5/opengl/OpenGL_SDK_Guide.pdf, 2008.

[67] Chris Hecker. "Let's Get to the (Floating) Point." Game Developer Magazine February (1996), 19-24. Available at http://chrishecker.com/Miscellaneous_Technical_Articles#Floating_Point.

[68] Tim Heidmann. "Real Shadows, Real Time." In IRIS Universe, 18, 18, pp. 23-31. Fremont, CA: Silicon Graphics Inc., 1991.

[69] Martin Held. "FIST: Fast Industrial-Strength Triangulation of Polygons." Technical report, Algorithmica, 2000. Available at http://cgm.cs.mcgill.ca/~godfried/publications/triangulation.held.ps.gz.

[70] Martin Held. "FIST: Fast Industrial-Strength Triangulation of Polygons." Available at http://www.cosy.sbg.ac.at/~held/projects/triang/triang.html, 2008.

[71] Martin Held. "Algorithmische Geometrie: Triangulation." Available at http://www.cosy.sbg.ac.at/~held/teaching/compgeo/slides/triang_slides.pdf, 2010.

[72] John L. Hennessy and David A. Patterson. Computer Architecture: A Quantitative Approach, Fourth edition. San Francisco: Morgan Kaufmann, 2006.

[73] John Hershberger and Jack Snoeyink. "Speeding Up the Douglas-Peucker Line-Simplification Algorithm." In Proc. 5th Intl. Symp. on Spatial Data Handling, pp. 134-143, 1992. Available at http://www.bowdoin.edu/~ltoma/teaching/cs350/spring06/Lecture-Handouts/hershberger92speeding.pdf.

[74] Hugues Hoppe. "Smooth View-Dependent Level-of-Detail Control and Its Application to Terrain Rendering." In Proceedings of the Conference on Visualization '98, pp. 35-42. Los Alamitos, CA: IEEE Computer Society, 1998.

[75] Takeo Igarashi and Dennis Cosgrove. "Adaptive Unwrapping for Interactive Texture Painting." In ACM Symposium on Interactive 3D Graphics, pp. 209-216. New York: ACM Press, 2001. Available at http://www-ui.is.s.u-tokyo.ac.jp/~takeo/papers/i3dg2001.pdf.

[76] Ivan-Assen Ivanov. "Practical Texture Atlases." In Gamasutra, 2006. Available at http://www.gamasutra.com/view/feature/2530/practical_texture_atlases.php.

[77] Tim Jenks. "Terrain Texture Blending on a Programmable GPU." Available at http://www.jenkz.org/articles/terraintexture.htm, 2005.

[78] Jukka Jylanki. "A Thousand Ways to Pack the Bin - A Practical Approach to Two-Dimensional Rectangle Bin Packing." Available at http://clb.demon.fi/files/RectangleBinPack.pdf, 2010.

[79] Jukka Jylanki. "Even More Rectangle Bin Packing." Available at http://clb.demon.fi/projects/even-more-rectangle-bin-packing, 2010.

[80] Anu Kalra and J.M.P. van Waveren. "Threading Game Engines: QUAKE 4 & Enemy Territory QUAKE Wars." In Game Developer Conference, 2008. Available at http://mrelusive.com/publications/presentations/2008_gdc/GDC%2008%20Threading%20QUAKE%204%20and%20ETQW%20Final.pdf.

[81] Brano Kemen. "Floating Point Depth Buffer." Available at http://outerra.blogspot.com/2009/12/floating-point-depth-buffer.html, 2009.

[82] Brano Kemen. "Logarithmic Depth Buffer." Available at http://outerra.blogspot.com/2009/08/logarithmic-z-buffer.html, 2009.

[83] R. Keys. "Cubic Convolution Interpolation for Digital Image Processing." IEEE Transactions on Acoustics, Speech and Signal Processing ASSP-29 (1981), 1153-1160.

[84] Mark Kilgard and Daniel Koch. "ARB_fragment_coord_conventions." Available at http://www.opengl.org/registry/specs/ARB/fragment_coord_conventions.txt, 2009.

[85] Mark Kilgard and Daniel Koch. "ARB_provoking_vertex." Available at http://www.opengl.org/registry/specs/ARB/provoking_vertex.txt, 2009.

[86] Mark Kilgard and Daniel Koch. "ARB_vertex_array_bgra." Available at http://www.opengl.org/registry/specs/ARB/vertex_array_bgra.txt, 2009.

[87] Mark Kilgard, Greg Roth, and Pat Brown. "GL_ARB_separate_shader_objects." Available at http://www.opengl.org/registry/specs/ARB/separate_shader_objects.txt, 2010.

[88] Mark Kilgard. "Avoiding 16 Common OpenGL Pitfalls." Available at http://www.opengl.org/resources/features/KilgardTechniques/oglpitfall/, 2000.

[89] Mark Kilgard. "More Advanced Hardware Rendering Techniques." In Game Developers Conference, 2001. Available at http://developer.download.nvidia.com/assets/gamedev/docs/GDC01_md2shader_PDF.zip.

[90] Mark Kilgard. "OpenGL 3: Revolution through Evolution." In Proceedings of SIGGRAPH Asia, 2008. Available at http://www.khronos.org/developers/library/2008_siggraph_asia/OpenGL%20Overview%20SIGGRAPH%20Asia%20Dec08%20.pdf.

[91] Mark Kilgard. "EXT_direct_state_access." Available at http://www.opengl.org/registry/specs/EXT/direct_state_access.txt, 2010.

[92] Donald E. Knuth. Seminumerical Algorithms, Second edition. The Art of Computer Programming, vol. 2, Reading, MA: Addison-Wesley, 1997.

[93] Jaakko Konttinen. "ARB_debug_output." Available at http://www.opengl.org/registry/specs/ARB/debug_output.txt, 2010.

[94] Eugene Lapidous and Guofang Jiao. "Optimal Depth Bu er for Low-Cost Graphics Hardware." In Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware, pp. 67-73, 1999. Available at http://www.graphicshardware.org/previous/www_1999/presentations/d-buffer/.

[95] Cedric Laugerotte. "Tessellation of Sphere by a Recursive Method." Available at http://student.ulb.ac.be/~claugero/sphere/, 2001.

[96] Jon Leech. "ARB_sync." Available at http://www.opengl.org/registry/specs/ARB/sync.txt, 2009.

[97] Aaron Lefohn and Mike Houston. "Beyond Programmable Shading." In ACM SIGGRAPH 2008 Courses, 2008. Available at http://s08.idav.ucdavis.edu/.

[98] Aaron Lefohn and Mike Houston. "Beyond Programmable Shading." In ACM SIGGRAPH 2009 Courses, 2009. Available at http://s09.idav.ucdavis.edu/.

[99] Aaron Lefohn and Mike Houston. "Beyond Programmable Shading." In ACM SIGGRAPH 2010 Courses, 2010. Available at http://bps10.idav.ucdavis.edu/.

[100] Ian Lewis. "Getting More From Multicore." In Game Developer Conference, 2008. Available at http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=17170.

[101] Peter Lindstrom and Jonathan D. Cohen. "On-the-Fly Decompression and Rendering of Multiresolution Terrain." In Proceedings of the 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, pp. 65-73. New York: ACM Press, 2010. Available at https://e-reports-ext.llnl.gov/pdf/371781.pdf.

[102] Peter Lindstrom, David Koller, William Ribarsky, Larry F. Hodges, Nick Faust, and Gregory A. Turner. "Real-Time, Continuous Level of Detail Rendering of Height Fields." In Proceedings of SIGGRAPH 96, Computer Graphics Proceedings, Annual Conference Series, edited by Holly Rushmeier, pp. 109-118. Reading, MA: Addison Wesley, 1996.

[103] Benj Lipchak, Greg Roth, and Piers Daniell. "ARB_get_program_binary." Available at http://www.opengl.org/registry/specs/ARB/get_program_binary.txt, 2010.

[104] William E. Lorensen and Harvey E. Cline. "Marching Cubes: A High Resolution 3D Surface Construction Algorithm." SIGGRAPH Computer Graphics 21:4 (1987), 163-169.

[105] Frank Losasso and Hugues Hoppe. "Geometry Clipmaps: Terrain Rendering Using Nested Regular Grids." In Proceedings of SIGGRAPH 2004 Papers, pp. 769-776. New York: ACM Press, 2004. Available at http://research.microsoft.com/en-us/um/people/hoppe/proj/geomclipmap/.

[106] Kok-Lim Low and Tiow-Seng Tan. \Model Simplification Using Vertex-Clustering." In I3D 97: Proceedings of the 1997 Symposium on Interactive 3D Graphics, pp. 75-ff. New York: ACM Press, 1997.

[107] David Luebke, Martin Reddy, Jonathan Cohen, Amitabh Varshney, Benjamin Watson, and Robert Huebner. Level of Detail for 3D Graphics. San Francisco: Morgan Kaufmann, 2002. http://lodbook.com/.

[108] Henrique S. Malvar. "Fast Progressive Image Coding without Wavelets." In Proceedings of the Conference on Data Compression. Washington, DC: IEEE Computer Society, 2000. Available at http://research.microsoft.com/apps/pubs/?id=101991.

[109] CCP Mannapi. "Awesome Looking Planets." Available at http://www.eveonline.com/devblog.asp?a=blog&bid=724, 2010.

[110] Paul Martz. "OpenGL FAQ: The Depth Buffer." Available at http://www.opengl.org/resources/faq/technical/depthbuffer.htm, 2000.

[111] Gregory Massal. "Depth Buffer - The Gritty Details." Available at http://www.codermind.com/articles/Depth-buffer-tutorial.html, 2006.

[112] Morgan McGuire and Kyle Whitson. "Indirection Mapping for Quasi-Conformal Relief Mapping." In ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D '08), 2008. Available at http://graphics.cs.williams.edu/papers/IndirectionI3D08/.

[113] Tom McReynolds and David Blythe. Advanced Graphics Programming Using OpenGL, The Morgan Kaufmann Series in Computer Graphics. San Francisco: Morgan Kaufmann, 2005.

[114] "Direct3D 11 MultiThreading." Available at http://msdn.microsoft.com/en-us/library/ff476884.aspx, 2010.

[115] Microsoft. "DirectX Software Development Kit - RaycastTerrain Sample." Available at http://msdn.microsoft.com/en-us/library/ee416425(v=VS.85).aspx, 2008.

[116] James R. Miller and Tom Gaskins. "Computations on an Ellipsoid for GIS." Computer-Aided Design and Applications 6:4 (2009), 575-583. Available at http://people.eecs.ku.edu/~miller/Papers/CAD_6_4__575-583.pdf.

[117] NASA Solar System Exploration. "Mars: Moons: Phobos." Available at http://solarsystem.nasa.gov/planets/profile.cfm?Object=Mar_Phobos, 2003.

[118] National Imagery and Mapping Agency. Department of Defense World Geodetic System 1984: Its Definition and Relationships with Local Geodetic Systems, Third edition. National Imagery and Mapping Agency, 2000. Available at http://earth-info.nga.mil/GandG/publications/tr8350.2/wgs84fin.pdf.

[119] Kris Nicholson. "GPU Based Algorithms for Terrain Texturing." Master's thesis, University of Canterbury, 2008. Available at http://www.cosc.canterbury.ac.nz/research/reports/HonsReps/2008/hons_0801.pdf.

[120] NVIDIA. "Using Vertex Buffer Objects." Available at http://www.nvidia.com/object/using_VBOs.html, 2003.

[121] NVIDIA. "Improve Batching Using Texture Atlases." Available at http://developer.download.nvidia.com/SDK/9.5/Samples/DEMOS/Direct3D9/src/BatchingViaTextureAtlases/AtlasCreationTool/Docs/Batching_Via_Texture_Atlases.pdf, 2004.

[122] NVIDIA. "NVIDIA CUDA Compute Unified Device Architecture Programming Guide." Available at http://developer.download.nvidia.com/compute/cuda/2_0/docs/NVIDIA_CUDA_Programming_Guide_2.0.pdf, 2008.

[123] NVIDIA. "NVIDIA GPU Programming Guide." Available at http://www.nvidia.com/object/gpu_programming_guide.html, 2008.

[124] NVIDIA. "Bindless Graphics Tutorial." Available at http://www.nvidia.com/object/bindless_graphics.html, 2009.

[125] Deron Ohlarik. "Horizon Culling." Available at http://blogs.agi.com/insight3d/index.php/2008/04/18/horizon-culling/, 2008.

[126] Deron Ohlarik. "Precisions, Precisions." Available at http://blogs.agi.com/insight3d/index.php/2008/09/03/precisions-precisions/, 2008.

[127] Deron Ohlarik. "Triangulation Rhymes with Strangulation." Available at http://blogs.agi.com/insight3d/index.php/2008/03/20/triangulation-rhymes-with-strangulation/, 2008.

[128] Deron Ohlarik. "Horizon Culling 2." Available at http://blogs.agi.com/insight3d/index.php/2009/03/25/horizon-culling-2/, 2009.

[129] Jon Olick. "Next Generation Parallelism in Games." In Proceedings of ACM SIGGRAPH 2008 Courses. New York: ACM Press, 2008. Available at http://s08.idav.ucdavis.edu/olick-current-and-next-generation-parallelism-in-games.pdf.

[130] Sean O'Neil. "A Real-Time Procedural Universe, Part Three: Matters of Scale." Available at http://www.gamasutra.com/view/feature/2984/a_realtime_procedural_universe_.php, 2002.

[131] Open Geospatial Consortium Inc. "OSG KML." Available at http://portal.opengeospatial.org/files/?artifact_id=27810, 2008.

[132] Charles B. Owen. "CSE 872 Advanced Computer Graphics - Tutorial 4: Texture Mapping." Available at http://www.cse.msu.edu/~cse872/tutorial4.html, 2008.

[133] David Pangerl. "Practical Thread Rendering for DirectX 9." In GPU Pro, edited by Wolfgang Engel. Natick, MA: A K Peters, Ltd., 2010. http://www.akpeters.com/gpupro/.

[134] Steven G. Parker, James Bigler, Andreas Dietrich, Heiko Friedrich, Jared Hoberock, David Luebke, David McAllister, Morgan McGuire, Keith Morley, Austin Robison, and Martin Stich. "OptiX: A General Purpose Ray Tracing Engine." ACM Transactions on Graphics. Available at http://graphics.cs.williams.edu/papers/OptiXSIGGRAPH10/.

[135] Emil Persson. "ATI Radeon HD 2000 Programming Guide." Available at http://developer.amd.com/media/gpu_assets/ATI_Radeon_HD_2000_programming_guide.pdf, 2007.

[136] Emil Persson. "Depth In-Depth." Available at http://developer.amd.com/media/gpu_assets/Depth_in-depth.pdf, 2007.

[137] Emil Persson. "A Couple of Notes about z." Available at http://www.humus.name/index.php?page=News&ID=255, 2009.

[138] Emil Persson. "New Particle Trimming Tool." Available at http://www.humus.name/index.php?page=News&ID=266, 2009.

[139] Emil Persson. "Triangulation." Available at http://www.humus.name/index.php?page=News&ID=228, 2009.

[140] Emil Persson. "Making it Large, Beautiful, Fast, and Consistent: Lessons Learned Developing Just Cause 2." In GPU Pro, edited by Wolfgang Engel, pp. 571-596. Natick, MA: A K Peters, Ltd., 2010. http://www.akpeters.com/gpupro/.

[141] Matt Pettineo. "Attack of the Depth Buffer." Available at http://mynameismjp.wordpress.com/2010/03/22/attack-of-the-depth-buffer/, 2010.

[142] Frank Puig Placeres. "Fast Per-Pixel Lighting with Many Lights." In Game Programming Gems 6, edited by Michael Dickheiser, pp. 489-499. Hingham, MA: Charles River Media, 2006.

[143] John Ratcliff. "Texture Packing: A Code Snippet to Compute a Texture Atlas." Available at http://codesuppository.blogspot.com/2009/04/texture-packing-code-snippet-to-compute.html, 2009.

[144] Ashu Rege. "Shader Model 3.0." Available at ftp://download.nvidia.com/developer/presentations/2004/GPU_Jackpot/Shader_Model_3.pdf, 2004.

[145] Marek Rosa. "Destructible Volumetric Terrain." In GPU Pro, edited by Wolfgang Engel, pp. 597-608. Natick, MA: A K Peters, Ltd., 2010. http://www.akpeters.com/gpupro/.

[146] Jarek Rossignac and Paul Borrel. "Multi-Resolution 3D Approximations for Rendering Complex Scenes." In Modeling in Computer Graphics: Methods and Applications, edited by B. Falcidieno and T. Kunii, pp. 455-465. Berlin: Springer-Verlag, 1993. Available at http://www.cs.uu.nl/docs/vakken/ddm/slides/papers/rossignac.pdf.

[147] Randi J. Rost, Bill Licea-Kane, Dan Ginsburg, John M. Kessenich, Barthold Lichtenbelt, Hugh Malan, and Mike Weiblen. OpenGL Shading Language, Third edition. Reading, MA: Addison-Wesley, 2009.

[148] Pedro V. Sander, Diego Nehab, and Joshua Barczak. "Fast Triangle Reordering for Vertex Locality and Reduced Overdraw." Proc. SIGGRAPH 07, Transactions on Graphics 26:3 (2007), 1-9.

[149] Martin Schneider and Reinhard Klein. "Efficient and Accurate Rendering of Vector Data on Virtual Landscapes." Journal of WSCG 15:1-3 (2007), 59-64. Available at http://cg.cs.uni-bonn.de/de/publikationen/paper-details/schneider-2007-efficient/.

[150] William J. Schroeder, Jonathan A. Zarge, and William E. Lorensen. "Decimation of Triangle Meshes." Proc. SIGGRAPH 92, Computer Graphics 26:2 (1992), 65-70.

[151] Jim Scott. "Packing Lightmaps." Available at http://www.blackpawn.com/texts/lightmaps/, 2001.

[152] Mark Segal and Kurt Akeley. "The OpenGL Graphics System: A Specification (Version 3.3 Core Profile)." Available at http://www.opengl.org/registry/doc/glspec33.core.20100311.pdf, 2010.

[153] Dean Sekulic. "Efficient Occlusion Culling." In GPU Gems, edited by Randima Fernando. Reading, MA: Addison-Wesley, 2004. Available at http://http.developer.nvidia.com/GPUGems/gpugems_ch29.html.

[154] Jason Shankel. "Fast Heightfield Normal Calculation." In Game Programming Gems 3, edited by Dante Treglia. Hingham, MA: Charles River Media, 2002.

[155] Dave Shreiner and The Khronos OpenGL ARB Working Group. OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1., Seventh edition. Reading, MA: Addison-Wesley, 2009.

[156] Irvin Sobel. "An Isotropic 3 x 3 Image Gradient Operator." In Machine Vision for Three-Dimensional Scenes, pp. 376-379. Orlando, FL: Academic Press, 1990.

[157] Wojciech Sterna. "Porting Code between Direct3D 9 and OpenGL 2.0." In GPU Pro, edited by Wolfgang Engel, pp. 529-540. Natick, MA: A K Peters, Ltd., 2010. http://www.akpeters.com/gpupro/.

[158] David Stevenson. "A Report on the Proposed IEEE Floating Point Standard (IEEE Task p754)." ACM SIGARCH Computer Architecture News 8:5.

[159] Benjamin Supnik. "The Hacks of Life." Available at http://hacksoflife.blogspot.com/.

[160] Benjamin Supnik. "OpenGL and Threads: What's Wrong." Available at http://hacksoflife.blogspot.com/2008/01/opengl-and-threads-whats-wrong.html, 2008.

[161] Herb Sutter. "The Free Lunch Is Over: A Fundamental Turn toward Concurrency in Software." Dr. Dobb's Journal 30:3. Available at http://www.gotw.ca/publications/concurrency-ddj.htm.

[162] Herb Sutter. "Lock-Free Code: A False Sense of Security." Dr. Dobb's Journal 33:9. Available at http://drdobbs.com/cpp/210600279.

[163] Adam Szofran. "Global Terrain Technology for Flight Simulation." In Game Developers Conference, 2006. Available at http://www.microsoft.com/Products/Games/FSInsider/developers/Pages/GlobalTerrain.aspx.

[164] Christopher C. Tanner, Christopher J. Migdal, and Michael T. Jones. "The Clipmap: a Virtual Mipmap." In Proceedings of SIGGRAPH 98, Computer Graphics Proceedings, Annual Conference Series, edited by Michael Cohen, pp. 151-158. Reading, MA: Addison Wesley, 1998.

[165] Terathon Software. "C4 Engine Wiki: Editing Terrain." Available at http://www.terathon.com/wiki/index.php/Editing_Terrain, 2010.

[166] Art Tevs, Ivo Ihrke, and Hans-Peter Seidel. "Maximum Mipmaps for Fast, Accurate, and Scalable Dynamic Height Field Rendering." In Symposium on Interactive 3D Graphics and Games (i3D'08), pp. 183-190, 2008. Available at http://www.tevs.eu/project_i3d08.html.

[167] Andrew Thall. "Extended-Precision Floating-Point Numbers for GPU Computation." Technical report, Alma College, 2007. Available at http://andrewthall.org/papers/.

[168] Nick Thibieroz. "Clever Shader Tricks." Game Developers Conference. Available at http://developer.amd.com/media/gpu_assets/04%20Clever%20Shader%20Tricks.pdf.

[169] Chris Thorne. "Origin-Centric Techniques for Optimising Scalability and the Fidelity of Motion, Interaction and Rendering." Ph.D. thesis, University of Western Australia, 2007. Available at http://www.floatingorigin.com/.

[170] Thatcher Ulrich. "Rendering Massive Terrains Using Chunked Level of Detail Control." In SIGGRAPH 2002 Super-Size It! Scaling Up to Massive Virtual Worlds Course Notes. New York: ACM Press, 2002. Available at http://tulrich.com/geekstuff/sig-notes.pdf.

[171] David A. Vallado and Wayne D. McClain. Fundamentals of Astrodynamics and Applications, Third edition. New York: Springer-Verlag, 2007. Available at http://celestrak.com/software/vallado-sw.asp.

[172] J.M.P. van Waveren. "Real-Time Texture Streaming & Decompression." Available at http://software.intel.com/en-us/articles/real-time-texture-streaming-decompression/, 2007.

[173] J.M.P. van Waveren. "Geospatial Texture Streaming from Slow Storage Devices." Available at http://software.intel.com/en-us/articles/geospatial-texture-streaming-from-slow-storage-devices/, 2008.

[174] J.M.P. van Waveren. "id Tech 5 Challenges: From Texture Virtualization to Massive Parallelization." In SIGGRAPH, 2009. Available at http://s09.idav.ucdavis.edu/talks/05-JP_id_Tech_5_Challenges.pdf.

[175] Gokul Varadhan and Dinesh Manocha. "Out-of-Core Rendering of Massive Geometric Environments." In Proceedings of the Conference on Visualization '02, pp. 69-76. Los Alamitos, CA: IEEE Computer Society, 2002.

[176] James M. Van Verth and Lars M. Bishop. Essential Mathematics for Games and Interactive Applications, Second edition. San Francisco: Morgan Kaufmann, 2008.

[177] Harald Vistnes. "GPU Terrain Rendering." In Game Programming Gems 6, edited by Michael Dickheiser, pp. 461-471. Hingham, MA: Charles River Media, 2006.

[178] Ingo Wald. "Realtime Ray Tracing and Interactive Global Illumination." Ph.D. thesis, Saarland University, 2004. Available at http://www.sci.utah.edu/~wald/PhD/.

[179] Bill Whitacre. "Spheres Through Triangle Tessellation." Available at http://musingsofninjarat.wordpress.com/spheres-through-triangle-tessellation/, 2008.

[180] David R. Williams. "Moon Fact Sheet." Available at http://nssdc.gsfc.nasa.gov/planetary/factsheet/moonfact.html, 2006.

[181] Michael Wimmer and Jiri Bittner. "Hardware Occlusion Queries Made Useful." In GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation, edited by Matt Pharr and Randima Fernando. Reading, MA: Addison-Wesley, 2005. Available at http://www.cg.tuwien.ac.at/research/publications/2005/Wimmer-2005-HOQ/.

[182] Steven Wittens. "Making Worlds: 1 - Of Spheres and Cubes." Available at http://acko.net/blog/making-worlds-part-1-of-spheres-and-cubes, 2009.

[183] Matthias Wloka. "Batch, Batch, Batch: What Does It Really Mean?" Game Developers Conference. Available at http://origin-developer.nvidia.com/docs/IO/8230/BatchBatchBatch.pdf?q=docs/IO/8230/BatchBatchBatch.pdf.