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\begin{thebibliography}{1}
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\bibitem{computeshader}
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Mike Bailey.
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\newblock {OpenGL Compute Shaders}.
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\newblock
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\url{"https://web.engr.oregonstate.edu/~mjb/cs519/Handouts/compute.shader.2pp.pdf"},
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2021.
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\bibitem{glref}
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Krnonos Group.
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\newblock {OpenGL Reference Manual}.
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\newblock \url{"https://registry.khronos.org/OpenGL-Refpages/gl4/"}, 2014.
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\bibitem{geometry}
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JeGX.
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\newblock {Particle Billboarding with the Geometry Shader}.
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\newblock
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\url{"https://www.geeks3d.com/20140815/particle-billboarding-with-the-geometry-shader-glsl/"},
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2014.
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\bibitem{amdprogram}
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Emil Persson.
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\newblock {ATI Radeon HD 2000 programming guide}.
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\newblock
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\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"},
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2007.
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\bibitem{gpuparticles}
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Gareth Thomas.
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\newblock {Compute-Based GPU Particle Systems}.
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\newblock
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\url{"https://ubm-twvideo01.s3.amazonaws.com/o1/vault/GDC2014/Presentations/Gareth_Thomas_Compute-based_GPU_Particle.pdf"},
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2014.
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2023-04-09 22:39:00 -04:00
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\bibitem{depth}
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Mike Turitzin.
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\newblock {Hierarchical Depth Buffers}.
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\newblock \url{"https://miketuritzin.com/post/hierarchical-depth-buffers/"},
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2020.
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2023-04-05 00:47:58 -04:00
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\end{thebibliography}
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