@misc{computeshader,
    title="{OpenGL Compute Shaders}",
    author="Mike Bailey",
    year="2021",
    howpublished={\url{"https://web.engr.oregonstate.edu/~mjb/cs519/Handouts/compute.shader.2pp.pdf"}},
},
@misc{glref,
    title="{OpenGL Reference Manual}",
    author="Krnonos Group",
    year="2014",
    howpublished={\url{"https://registry.khronos.org/OpenGL-Refpages/gl4/"}},
},
@misc{gpuparticles,
    title="{Compute-Based GPU Particle Systems}",
    author="Gareth Thomas",
    year="2014",
    howpublished={\url{"https://ubm-twvideo01.s3.amazonaws.com/o1/vault/GDC2014/Presentations/Gareth_Thomas_Compute-based_GPU_Particle.pdf"}},
},
@misc{geometry,
    title="{Particle Billboarding with the Geometry Shader}",
    author="JeGX",
    year="2014",
    howpublished={\url{"https://www.geeks3d.com/20140815/particle-billboarding-with-the-geometry-shader-glsl/"}},
},
@misc{amdprogram,
    title="{ATI Radeon HD 2000 programming guide}",
    author="Emil Persson",
    year="2007",
    howpublished={\url{"https://web.archive.org/web/20160722164341/http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/ATI_Radeon_HD_2000_programming_guide.pdf"}},
},
@misc{depth,
    title="{Hierarchical Depth Buffers}",
    author="Mike Turitzin",
    year="2020",
    howpublished={\url{"https://miketuritzin.com/post/hierarchical-depth-buffers/"}},
}
