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### <a name="SSS-BibTeX"></a>BibTeX
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```bibtex
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@misc{mage-v0:2024,
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@misc{mage-v0:2025,
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author = { Matthias Moulin },
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title = { MAGE v0 },
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year = { 2024 },
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year = { 2025 },
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url = { https://github.com/matt77hias/MAGE-v0 },
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note = { \url{https://github.com/matt77hias/MAGE-v0} }
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}
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PRANCKEVICIUS A.: [*HDR with MSAA demo (2005)*](http://aras-p.info/projHDR.html), 2005.
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TURÁNSKI J.: [*How to Resolve an MSAA DepthBuffer*](https://turanszkij.wordpress.com/2016/11/13/how-to-resolve-an-msaa-depthbuffer/), 2016.
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TURÁNSKI J.: [*How to Resolve an MSAA DepthBuffer*](https://turanszkij.wordpress.com/2016/11/13/how-to-resolve-an-msaa-depthbuffer/), 2016.
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### <a name="SSS-Assembly"></a>Assembly
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BOCCARA J.: [*std::iterator is deprecated: Why, What It Was, and What to Use Instead*](https://www.fluentcpp.com/2018/05/08/std-iterator-deprecated/), 2018.
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BOCCARA J.: [*The Incredible Const Reference That Isn’t Const*](https://www.fluentcpp.com/2018/07/13/the-incredible-const-reference-that-isnt-const/), 2018.
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BOCCARA J.: [*The Incredible Const Reference That Isn’t Const*](https://www.fluentcpp.com/2018/07/13/the-incredible-const-reference-that-isnt-const/), 2018.
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BOCCARA J.: [*The Interface Principle in C++*](https://www.fluentcpp.com/2017/06/20/interface-principle-cpp/), 2017.
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FREE SOFTWARE FOUNDACTION INC.: [*Vague Linkage*](https://gcc.gnu.org/onlinedocs/gcc/Vague-Linkage.html), 2017.
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FREE SOFTWARE FOUNDACTION INC.: [*Where’s the Template?*](https://gcc.gnu.org/onlinedocs/gcc/Template-Instantiation.html), 2017.
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FREE SOFTWARE FOUNDACTION INC.: [*Where’s the Template?*](https://gcc.gnu.org/onlinedocs/gcc/Template-Instantiation.html), 2017.
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GALEA V.: [*Rapid Prototyping of Graphics Shaders in Modern C++*](https://www.youtube.com/watch?v=8FoAxasNssA&feature=youtu.be&a=), *CppCon 2018*, 2018.
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METZ A.: [*Functions of Variants are Covariant*](https://arne-mertz.de/2018/06/functions-of-variants-are-covariant/), 2018.
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METZ A.: [*“Modern C++” != “New(est) Standard”*](https://arne-mertz.de/2018/08/modern-c-newest-standard/), 2018.
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METZ A.: [*“Modern C++” != “New(est) Standard”*](https://arne-mertz.de/2018/08/modern-c-newest-standard/), 2018.
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METZ A.: [*Modern C++ Features – decltype and std::declval*](https://arne-mertz.de/2017/01/decltype-declval/), 2017.
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METZ A.: [*Modern C++ Features – decltype and std::declval*](https://arne-mertz.de/2017/01/decltype-declval/), 2017.
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METZ A.: [*Trailing Return Types, East Const, and Code Style Consistency*](https://arne-mertz.de/2018/05/trailing-return-types-east-const-and-code-style-consistency/), 2018.
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METZ A.: [*Trailing return types everywhere*](https://arne-mertz.de/2016/11/trailing-return-types-everywhere/#comment-23908), 2016.
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MIKLOJCIK J. F.: [*Do-while and if-else statements in macros*](https://stackoverflow.com/questions/154136/why-use-apparently-meaningless-do-while-and-if-else-statements-in-macros/154138#154138), 2008.
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MÜLLER J.: [*Guidelines For Rvalue References In APIs*](https://foonathan.net/blog/2018/03/26/rvalue-references-api-guidelines.html), 2018.
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MÜLLER J.: [*Guidelines For Rvalue References In APIs*](https://foonathan.net/blog/2018/03/26/rvalue-references-api-guidelines.html), 2018.
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MÜLLER J.: [*Lazy evaluation of function arguments in C++*](http://foonathan.net/blog/2017/06/27/lazy-evaluation.html), 2017.
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MÜLLER J.: [*Lazy evaluation of function arguments in C++*](http://foonathan.net/blog/2017/06/27/lazy-evaluation.html), 2017.
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MÜLLER J.: [*std::string_view accepting temporaries: good idea or horrible pitfall?*](https://foonathan.net/blog/2017/03/22/string_view-temporary.html), 2017.
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MÜLLER J.: [*std::string_view accepting temporaries: good idea or horrible pitfall?*](https://foonathan.net/blog/2017/03/22/string_view-temporary.html), 2017.
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NASH P.: [*East End Functions*](https://levelofindirection.com/blog/east-end-functions.html), 2018.
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### <a name="SSS-Data-Structures"></a>Data Structures
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ARNEBÄCK E.: *Comparing a Clipmap to a Sparse Voxel Octree for Global Illumination*, Master Thesis, 2011.
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ARNEBÄCK E.: *Comparing a Clipmap to a Sparse Voxel Octree for Global Illumination*, Master Thesis, 2011.
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CRASSIN C.: *GigaVoxels: A Voxel-Based Rendering Pipeline For Efficient Exploration Of Large And Detailed Scenes*, PhD Thesis, 2011.
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### <a name="SSS-General-Computer-Graphics"></a>General Computer Graphics
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AKENINE-MÖLLER T., HAINES E., HOFFMAN N.: *Real-Time Rendering*, 3th Edition, A K Peters/CRC Press, 2008.
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AKENINE-MÖLLER T., HAINES E., HOFFMAN N.: *Real-Time Rendering*, 3th Edition, A K Peters/CRC Press, 2008.
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AKENINE-MÖLLER T., HAINES E., HOFFMAN N., PESCE A., IWANICKI M., HILLAIRE S.: *Real-Time Rendering*, 4th Edition, A K Peters/CRC Press, 2018.
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AKENINE-MÖLLER T., HAINES E., HOFFMAN N., PESCE A., IWANICKI M., HILLAIRE S.: *Real-Time Rendering*, 4th Edition, A K Peters/CRC Press, 2018.
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ENGEL W.: *Shader X5: Advanced Rendering Techniques*, 1st Edition, Charles River Media, 2007.
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MINES J.: [*Data-Oriented vs Object-Oriented Design*](https://medium.com/@jonathanmines/data-oriented-vs-object-oriented-design-50ef35a99056), 2018.
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MÜLLER J.: [*Mathematics behind Comparison #1: Equality and Equivalence Relations*](https://foonathan.net/blog/2018/06/20/equivalence-relations.html), 2018.
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MÜLLER J.: [*Mathematics behind Comparison #1: Equality and Equivalence Relations*](https://foonathan.net/blog/2018/06/20/equivalence-relations.html), 2018.
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REED N.: [*On Vector Math Libraries*](http://reedbeta.com/blog/on-vector-math-libraries/), 2013.
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REGEHR J.: [*Use of Assertions*](https://blog.regehr.org/archives/1091), 2014.
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REINALTER S.: [*Adventures in data-oriented design – Part 3a: Ownership*](https://blog.molecular-matters.com/2013/05/02/adventures-in-data-oriented-design-part-3a-ownership/), 2013.
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REINALTER S.: [*Adventures in data-oriented design – Part 3a: Ownership*](https://blog.molecular-matters.com/2013/05/02/adventures-in-data-oriented-design-part-3a-ownership/), 2013.
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SEWARD J.: [*Dr Memory: a memory-checking tool for Windows*](https://blog.mozilla.org/jseward/2015/10/05/dr-memory-a-memory-checking-tool-for-windows/), 2015.
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TAKESHIGE M.: [*The Basics of GPU Voxelization*](https://developer.nvidia.com/content/basics-gpu-voxelization), 2015.
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TURÁNSKI J.: [*Abuse the immediate constant buffer*](https://turanszkij.wordpress.com/2016/11/13/abuse-the-immediate-constant-buffer/), 2016.
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TURÁNSKI J.: [*Abuse the immediate constant buffer*](https://turanszkij.wordpress.com/2016/11/13/abuse-the-immediate-constant-buffer/), 2016.
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YUSOV E.: [*Designing A Modern Cross-Platform Graphics Library*](https://www.gamedev.net/articles/programming/graphics/designing-a-modern-cross-platform-graphics-library-r4807/), 2017.
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HILLAIRE S.: [*Crytek's Best Fit Normals*](http://sebh-blog.blogspot.be/2010/08/cryteks-best-fit-normals.html), 2010.
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HUGHES, J. F., MÖLLER, T.: *Building an Orthonormal Basis from a Unit Vector*, *Journal of Graphics Tools* 4, 4, 1999.
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HUGHES, J. F., MÖLLER, T.: *Building an Orthonormal Basis from a Unit Vector*, *Journal of Graphics Tools* 4, 4, 1999.
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KAPLANYAN A.: *Cryengine 3: Reaching the speed of light*, *SIGGRAPH: Advances in Real-time Rendering*, 2010.
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LENGYEL E.: *Foundations of Game Engine Development, Volume 1: Mathematics*, 1st Edition, Terathon Software LLC, 2016.
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MITTRING M.: *A bit more deferred – CryEngine3*, *Triangle Game Conference*, 2009.
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MITTRING M.: *A bit more deferred – CryEngine3*, *Triangle Game Conference*, 2009.
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MOULIN M.: [*Creating a view frustum in local/world/camera space using SIMD*](https://matt77hias.github.io/blog/culling/2017/08/24/creating-a-view-frustum.html), 2017.
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WILSON P.: [*G-Buffer Normals and Trig Lookup Textures*](http://www.garagegames.com/community/blogs/view/15340), 2008.
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WRONSKI B.: [*Small float formats – R11G11B10F precision*](https://bartwronski.com/2017/04/02/small-float-formats-r11g11b10f-precision/), 2017.
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WRONSKI B.: [*Small float formats – R11G11B10F precision*](https://bartwronski.com/2017/04/02/small-float-formats-r11g11b10f-precision/), 2017.
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### <a name="SSS-PBR-and-BRDFs"></a>PBR and BRDFs
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COOK R. L., TORRANCE K. E.: *A Reflectance Model for Computer Graphics*, *ACM Trans. Graph.* 1, 1, 1982.
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COURRÈGES A.: [*GTA V - Graphics Study - Part 1: Dissecting a Frame*](http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/), 2015.
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COURRÈGES A.: [*GTA V - Graphics Study - Part 1: Dissecting a Frame*](http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/), 2015.
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COURRÈGES A.: [*GTA V - Graphics Study - Part 2: Level of Detail*](http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study-part-2/), 2015.
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COURRÈGES A.: [*GTA V - Graphics Study - Part 2: Level of Detail*](http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study-part-2/), 2015.
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CRASSIN C., NEYRET F., SAINZ M., GREEN S., EISEMANN E.: *Interactive Indirect Illumination Using Voxel Cone Tracing*, *Computer Graphics Forum (Proceedings of Pacific Graphics 2011)* 30, 7 (2011).
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DÜR A.: *An Improved Normalization for the Ward Reflectance Model*, *Journal of Computer Tools 11, 1, 2006.
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DÜR A.: *An Improved Normalization for the Ward Reflectance Model*, *Journal of Computer Tools 11, 1, 2006.
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DUTRÉ P.: [*Global Illumination Compendium*](https://people.cs.kuleuven.be/~philip.dutre/GI/TotalCompendium.pdf), 2003.
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DUTRÉ P.: [*Global Illumination Compendium*](https://people.cs.kuleuven.be/~philip.dutre/GI/TotalCompendium.pdf), 2003.
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DUTRÉ P., BEKAERT P, BALA K.: *Advanced Global Illumination*, 2th Edition, A K Peters/CRC Press, 2006.
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DUTRÉ P., BEKAERT P, BALA K.: *Advanced Global Illumination*, 2th Edition, A K Peters/CRC Press, 2006.
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ERKENBRACH L.: [*Voxel Cone Traced Global Illumination*](http://leifnode.com/2015/05/voxel-cone-traced-global-illumination/)
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LEWIS R. R.: *Making Shaders More Physically Plausible*, *4th Eurographics Workshop on Rendering*, 1993.
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MONTES R., UREÑA C.: *An Overview of BRDF Models*, Technical Report, 2012.
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MONTES R., UREÑA C.: *An Overview of BRDF Models*, Technical Report, 2012.
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NEUMANN L., NEUMANN A., SZIRMAY-KALOS L.: *Compact Metallic Reflectance Models*, *Computer Graphics Forum* 18, 3, 1999.
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SCHLICK C.: *An Inexpensive BRDF Model for Physically-based Rendering*, *Computer Graphics Forum* 13, 3, 1994.
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SCHÜLER C.: [*The Blinn-Phong Normalization Zoo*](http://www.thetenthplanet.de/archives/255), 2011.
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SCHÜLER C.: [*The Blinn-Phong Normalization Zoo*](http://www.thetenthplanet.de/archives/255), 2011.
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SMITH B.: *Geometrical shadowing of a random rough surface*, *IEEE Trans. Ant. and Propagation* 15, 5, 1967.
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STEVENS J.: [*Physically Based Rendering Algorithms: A Comprehensive Study In Unity3D*](http://www.jordanstevenstechart.com/physically-based-rendering), 2016.
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TORRANCE K., SPARROW E.: *Theory for Off-specular Reflection from Roughened Surfaces*, *Journal of the Optical Society of America* 65, 5, 1975.
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TURÁNSKI J.: [*Voxel-based Global Illumination*](https://turanszkij.wordpress.com/2017/08/30/voxel-based-global-illumination/), 2017.
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TURÁNSKI J.: [*Voxel-based Global Illumination*](https://turanszkij.wordpress.com/2017/08/30/voxel-based-global-illumination/), 2017.
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VEACH E.: *Robust Monte Carlo Methods for Light Transport Simulation*, *PhD thesis*, Stanford University, 1998.
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### <a name="SSS-Perception"></a>Perception
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MINEAULT P.: [*What’s the maximal frame rate humans can perceive?*](https://xcorr.net/2011/11/20/whats-the-maximal-frame-rate-humans-can-perceive/), 2011.
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MINEAULT P.: [*What’s the maximal frame rate humans can perceive?*](https://xcorr.net/2011/11/20/whats-the-maximal-frame-rate-humans-can-perceive/), 2011.
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### <a name="SSS-Post-processing"></a>Post-processing
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COURRÈGES A.: [*GTA V - Graphics Study - Part 3: Post Processing Effects*](http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study-part-3/), 2015.
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COURRÈGES A.: [*GTA V - Graphics Study - Part 3: Post Processing Effects*](http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study-part-3/), 2015.
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GUSTAFSSON D.: [*Bokeh depth of field in a single pass*](http://tuxedolabs.blogspot.be/2018/05/bokeh-depth-of-field-in-single-pass.html), 2018.
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ROCKWELL K.: [*Bokeh*](https://kenrockwell.com/tech/bokeh.htm), 2008.
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SHARMA S.: [*Bokeh Vs DOF — The Difference Between The Two*](https://www.apnphotographyschool.com/concepts/bokeh-vs-dof-the-difference-between-the-two/), 2011.
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SHARMA S.: [*Bokeh Vs DOF — The Difference Between The Two*](https://www.apnphotographyschool.com/concepts/bokeh-vs-dof-the-difference-between-the-two/), 2011.
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### <a name="SSS-Scene-Graphs"></a>Scene Graphs
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### <a name="SSS-SIMD"></a>SIMD
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ASTHANA A.: [*Introducing ‘Vector Calling Convention’*](https://blogs.msdn.microsoft.com/vcblog/2013/07/11/introducing-vector-calling-convention/), 2013.
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ASTHANA A.: [*Introducing ‘Vector Calling Convention’*](https://blogs.msdn.microsoft.com/vcblog/2013/07/11/introducing-vector-calling-convention/), 2013.
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MICROSOFT CORP.: [*DirectXMath*](https://msdn.microsoft.com/en-us/library/windows/desktop/hh437833(v=vs.85).aspx).
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SAWICKI A.: [*Half-Pixel Offset in DirectX 11*](http://www.asawicki.info/news_1516_half-pixel_offset_in_directx_11.html), 2012.
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SCHÜLER C.: [*Followup: Normal Mapping Without Precomputed Tangents*](http://www.thetenthplanet.de/archives/1180), 2013.
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SCHÜLER C.: [*Followup: Normal Mapping Without Precomputed Tangents*](http://www.thetenthplanet.de/archives/1180), 2013.
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WILSON J.: [*PBR Texture Conversion*](https://www.marmoset.co/posts/pbr-texture-conversion/), 2015.
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## <a name="SS-Contributors"></a>Contributors
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* [Matthias Moulin](https://github.com/matt77hias)
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<p align="center">Copyright © 2016-2024 Matthias Moulin. All Rights Reserved.</p>
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<p align="center">Copyright © 2016-2024 Matthias Moulin. All Rights Reserved.</p>

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