References
Engine changes carry their reference in the code as // AK CHANGES - <Feature> <reference> <slide / file>.
Visibility Buffer
- Guerrilla Games, "Adventures with Deferred Texturing in Horizon Forbidden West", GDC 2022.
- J. Fuller and D. Hammer, "Variable-Rate Compute Shaders in DOOM: The Dark Ages", GDC 2025.
- T. Sousa and J. Geffroy, "The devil is in the details: idTech 666", SIGGRAPH 2016.
- C. Burns and W. Hunt, "The Visibility Buffer: A Cache-Friendly Approach to Deferred Shading", JCGT 2013.
- The Forge, Visibility Buffer samples.
- Wicked Engine, visibility buffer shaders.
- Unreal Engine Nanite:
NaniteShadeBinning.usf,NaniteCullRaster.cpp.
Spectral Rendering
- C. Peters, Spectral rendering, parts 1-3, 2025.
- I. Mallett and C. Yuksel, "Spectral Primary Decomposition for Rendering with sRGB Reflectance", EGSR 2019.
- C. Wyman, P.-P. Sloan and P. Shirley, "Simple Analytic Approximations to the CIE XYZ Color Matching Functions", JCGT 2013.
- CIE 015:2018, Colorimetry, 4th edition.
- Spectral primaries.
Rendering and Shadows
- AMD, FidelityFX Single Pass Downsampler.
- AMD, FidelityFX Parallel Sort.
- C. Wyman and M. McGuire, Hashed Alpha Testing, I3D 2017.
- Unreal Engine 6: cascaded shadow-depth reuse (backported).
- NVIDIA ShadowWorks: PCSS+ (reconstructed directional filter).
- Microsoft Flight Simulator forums, ARPC atmosphere parameters.
- Polyphony Digital, Gran Turismo 7 tonemapper (
XGT7Tonemap.ush). - K. Myers (Treyarch), "Shadows of Cold War: A Scalable Approach to Shadowing", GDC 2021: DPCF, slides 60-64.
- Google Filament, shadowing.fs: DPCF implementation reference.
- Unity HDRP, HDPCSS.hlsl: PCSS Cone.
Hardware Tessellation
- NVIDIA GameWorks, Unreal Engine 4.21 branch: hull/domain shader passes and material tessellation (the port's code reference).
- A. Vlachos, J. Peters, C. Boyd and J. Mitchell, "Curved PN Triangles", I3D 2001.
- J. McDonald and M. Kilgard, "Crack-Free Point-Normal Triangles using Adjacent Edge Normals", NVIDIA, 2010.
UE5 + RE:Dox
- RE:Dox, including the
tools/REDox.Unrealreceiver.
Third-Party
- A. Kapoulkine, meshoptimizer.