\begin{thebibliography}{1}

\bibitem{computeshader}
Mike Bailey.
\newblock {OpenGL Compute Shaders}.
\newblock
  \url{"https://web.engr.oregonstate.edu/~mjb/cs519/Handouts/compute.shader.2pp.pdf"},
  2021.

\bibitem{glref}
Krnonos Group.
\newblock {OpenGL Reference Manual}.
\newblock \url{"https://registry.khronos.org/OpenGL-Refpages/gl4/"}, 2014.

\bibitem{geometry}
JeGX.
\newblock {Particle Billboarding with the Geometry Shader}.
\newblock
  \url{"https://www.geeks3d.com/20140815/particle-billboarding-with-the-geometry-shader-glsl/"},
  2014.

\bibitem{amdprogram}
Emil Persson.
\newblock {ATI Radeon HD 2000 programming guide}.
\newblock
  \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"},
  2007.

\bibitem{gpuparticles}
Gareth Thomas.
\newblock {Compute-Based GPU Particle Systems}.
\newblock
  \url{"https://ubm-twvideo01.s3.amazonaws.com/o1/vault/GDC2014/Presentations/Gareth_Thomas_Compute-based_GPU_Particle.pdf"},
  2014.

\bibitem{depth}
Mike Turitzin.
\newblock {Hierarchical Depth Buffers}.
\newblock \url{"https://miketuritzin.com/post/hierarchical-depth-buffers/"},
  2020.

\end{thebibliography}
