| Bibliografía:
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Angel,
E. Interactive Computer Graphics: A top-down approach with OpenGL,
4th Edition, AddisonWesley, 2005 |
| |
Barnsley,
M., Fractals Everywhere, Academic Press, Boston, 2000 |
|
Blinn, J., Jim Blinn's Corner: A Trip Down The Graphics Pipeline,
Morgan Kaufmann Publishers, Inc., San Francisco, 1996 |
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Blinn, J., Jim Blinn's Corner: Dirty Pixels,
Morgan Kaufmann Publishers, Inc., San Francisco, 1998 |
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Cunningham,
S., Computer Graphics, Prentice Hall, 2007 |
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Eberly, D., 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics, Morgan Kaufmann, 2006. |
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Fernando, R., Kilgard, M., The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics, Addison-Wesley Professional, 2003 |
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Foley,
J., Van Dam, A., Fundamentals of Interactive Computers Graphics,
Addison-Wesley, Reading, Massachussetts, 2nd Edition,
1992 |
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Hill,
F. Jr.,
Kelley, S., Computer Graphics using OpenGL, 3rd Edition, Prentice Hall, 2006
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Mandelbrot,
B., The Fractal Geometry of Nature, W.H.Freeman, New York, 1983 |
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Mc Reynolds
, T., Blythe, D., Advanced Graphics Programming Using OpenGL, Morgan Kaufmann, 2005 |
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Nguyen, H., GPU Gems 3, Addison Wesley, 2007 |
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Salomon, D., Tansformations and Computer Graphics, Springer-Verlag, 2007 |
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Vince, J., Vector Analysis for Computer Graphics, Springer-Verlag, 2007 |
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Watt,
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Watt,
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Watt,
A., Watt, M., Advanced Animation and Rendering Techniques: Theory
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Además
se pueden consultar las siguientes publicaciones periódicas:
ACM SIGGRAPH
Proceedings
ACM Transactions on Graphics
IEEE Computers Graphics and Applications
y las series de libros
Graphic Gems (Tomo I a V), ShaderX y GPU Gems (Tomo I a III: se pueden consultar en el sitio de Nvidia). |