@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/"}}, }