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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​

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.Unreal receiver.

Third-Party​