71 lines
2.0 KiB
BibTeX
71 lines
2.0 KiB
BibTeX
@ARTICLE{lowe:2005,
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title = {A New Technique for Rendering Complex Portals},
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author = {Nick Lowe and Amitava Datta},
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journal = {IEEE Transactions on Visualization and Computer Graphics},
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volume = {11},
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number = {1},
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pages = {81--90},
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year = {2005},
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publisher = {IEEE}
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}
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@INPROCEEDINGS{aliaga:1997,
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title = {Architectural walkthroughs using portal textures},
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author = {Aliaga, Daniel G and Lastra, Anselmo A},
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booktitle = {Proceedings. Visualization '97 (Cat. No. 97CB36155)},
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pages = {355--362},
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year = {1997},
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organization = {IEEE}
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}
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@ARTICLE{abrash:2013,
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author = {Michael Abrash},
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title = {Why Virtual Reality Is Hard (And Where It Might Be Going)},
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journal = {Game Developers Conference 2013},
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url = {https://www.valvesoftware.com/en/publications},
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year = {2013}
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}
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@ARTICLE{boletsis:2017,
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author = {Boletsis, Costas},
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title = {The New Era of Virtual Reality Locomotion: A Systematic Literature Review of Techniques and a Proposed Typology},
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journal = {Multimodal Technologies and Interaction},
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volume = {1},
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year = {2017},
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number = {4},
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url = {https://www.mdpi.com/2414-4088/1/4/24},
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issn = {2414-4088},
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doi = {10.3390/mti1040024}
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}
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@ARTICLE{lochner:2021,
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author = {Daniel Lochner},
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title = {VR Natural Walking in Impossible Spaces},
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journal = {Motion, Interaction and Games (MIG '21)},
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year = {2021},
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organization = {ACM}
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}
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@ARTICLE{vlachos:2016,
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author = {Alex Vlachos},
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title = {Advanced VR Rendering Performance},
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journal = {Game Developers Conference 2016},
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url = {https://www.valvesoftware.com/en/publications},
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year = {2016}
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}
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@ARTICLE{vlachos:2015,
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author = {Alex Vlachos},
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title = {Advanced VR Rendering},
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journal = {Game Developers Conference 2015},
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url = {https://www.valvesoftware.com/en/publications},
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year = {2015}
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}
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@MISC{nvidia-sps,
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author = {NVIDIA Corporation},
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title = {VRWorks -- Single Pass Stereo},
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howpublished = "\url{https://developer.nvidia.com/vrworks/graphics/singlepassstereo}",
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note = "[accessed 1.11.2022]"
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}
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