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\begin{thebibliography}{1}
\bibitem{abrash:2013}
Michael Abrash.
\newblock Why virtual reality is hard (and where it might be going).
\newblock {\em Game Developers Conference 2013}, 2013.
\bibitem{aliaga:1997}
Daniel~G Aliaga and Anselmo~A Lastra.
\newblock Architectural walkthroughs using portal textures.
\newblock In {\em Proceedings. Visualization '97 (Cat. No. 97CB36155)}, pages
355--362. IEEE, 1997.
\bibitem{boletsis:2017}
Costas Boletsis.
\newblock The new era of virtual reality locomotion: A systematic literature
review of techniques and a proposed typology.
\newblock {\em Multimodal Technologies and Interaction}, 1(4), 2017.
\bibitem{nvidia-sps}
NVIDIA Corporation.
\newblock Vrworks -- single pass stereo.
\newblock \url{https://developer.nvidia.com/vrworks/graphics/singlepassstereo}.
\newblock [accessed 1.11.2022].
\bibitem{lochner:2021}
Daniel Lochner.
\newblock Vr natural walking in impossible spaces.
\newblock {\em Motion, Interaction and Games (MIG '21)}, 2021.
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\providecommand{\BIBdecl}{\relax}
\BIBdecl
\bibitem{lowe:2005}
Nick Lowe and Amitava Datta.
\newblock A new technique for rendering complex portals.
\newblock {\em IEEE Transactions on Visualization and Computer Graphics},
11(1):81--90, 2005.
N.~Lowe and A.~Datta, ``A new technique for rendering complex portals,''
\emph{IEEE Transactions on Visualization and Computer Graphics}, vol.~11,
no.~1, pp. 81--90, 2005.
\bibitem{aliaga:1997}
D.~G. Aliaga and A.~A. Lastra, ``Architectural walkthroughs using portal
textures,'' in \emph{Proceedings. Visualization '97 (Cat. No.
97CB36155)}.\hskip 1em plus 0.5em minus 0.4em\relax IEEE, 1997, pp. 355--362.
\bibitem{abrash:2013}
\BIBentryALTinterwordspacing
M.~Abrash, ``Why virtual reality is hard (and where it might be going),''
\emph{Game Developers Conference 2013}, 2013. [Online]. Available:
\url{https://www.valvesoftware.com/en/publications}
\BIBentrySTDinterwordspacing
\bibitem{boletsis:2017}
\BIBentryALTinterwordspacing
C.~Boletsis, ``The new era of virtual reality locomotion: A systematic
literature review of techniques and a proposed typology,'' \emph{Multimodal
Technologies and Interaction}, vol.~1, no.~4, 2017. [Online]. Available:
\url{https://www.mdpi.com/2414-4088/1/4/24}
\BIBentrySTDinterwordspacing
\bibitem{lochner:2021}
D.~Lochner, ``Vr natural walking in impossible spaces,'' \emph{Motion,
Interaction and Games (MIG '21)}, 2021.
\bibitem{monoscopic-stereoscopic:2020}
M.~B. Taştı and Ümmühan Avcı, ``Examination of using monoscopic
three-dimensional (m3d) and stereoscopic three-dimensional (s3d) animation on
students,'' \emph{Education and Information Technologies}, vol.~25, pp.
2765--2790, 2020.
\bibitem{back-face-culling:2007}
D.-B. Jeon, S.-Y. Kim, K.-Y. Lee, and J.-C. Kwak, ``A design of a 3d graphics
rasterizer with a culling and clipping,'' in \emph{TENCON 2007 - 2007 IEEE
Region 10 Conference}, 2007, pp. 1--4.
\bibitem{lod:2005}
J.~Ji, E.~Wu, S.~Li, and X.~Liu, ``Dynamic lod on gpu,'' in \emph{Proceedings
of the Computer Graphics International 2005}, ser. CGI '05.\hskip 1em plus
0.5em minus 0.4em\relax USA: IEEE Computer Society, 2005, p. 108114.
\bibitem{vlachos:2015}
\BIBentryALTinterwordspacing
A.~Vlachos, ``Advanced vr rendering,'' \emph{Game Developers Conference 2015},
2015. [Online]. Available:
\url{https://www.valvesoftware.com/en/publications}
\BIBentrySTDinterwordspacing
\bibitem{vlachos:2016}
\BIBentryALTinterwordspacing
------, ``Advanced vr rendering performance,'' \emph{Game Developers Conference
2016}, 2016. [Online]. Available:
\url{https://www.valvesoftware.com/en/publications}
\BIBentrySTDinterwordspacing
\bibitem{nvidia-sps}
NVIDIA, ``Vrworks -- single pass stereo,''
\url{https://developer.nvidia.com/vrworks/graphics/singlepassstereo},
[accessed 1.11.2022].
\end{thebibliography}