References
- Khronos Group. (2022). Fragment - OpenGL Wiki. https://www.khronos.org/opengl/wiki/Fragment
- Khronos Group. (2022). Rendering Pipeline Overview - OpenGL Wiki. https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview
- Digital Frontiers. (2023). Breath of the Wild (Nintendo), Digital Frontiers. In ArtStation. https://www.artstation.com/artwork/xDBoQO
- NedMakesGames. (2021). Mastering Tessellation Shaders and Their Many Uses in Unity. https://nedmakesgames.medium.com/mastering-tessellation-shaders-and-their-many-uses-in-unity-9caeb760150e
- De Vries, J. (2014). LearnOpenGL - Coordinate Systems. https://learnopengl.com/Getting-started/Coordinate-Systems
- Fernando, R. (2004). GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics. Pearson Higher Education. https://developer.nvidia.com/gpugems/gpugems
- Stam, J. (2003). Real-Time Fluid Dynamics for Games. https://www.cs.cmu.edu/afs/cs/academic/class/15462-s13/www/lec_slides/StamFluidforGames.pdf
- Stam, J. (1999). Stable fluids. Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques, 121–128. https://doi.org/10.1145/311535.311548
- Zeltkevic, M. (1998). Forward and Backward Euler Methods. https://web.mit.edu/10.001/Web/Course_Notes/Differential_Equations_Notes/node3.html
- Rabbani, A. H., & Khiat, S. (2020). Fast Eulerian Fluid Simulation In Games Using Poisson Filters. Eurographics/ ACM SIGGRAPH Symposium on Computer Animation - Showcases, 3 pages. https://doi.org/10.2312/SCA.20201221