1. Reality Engine graphics
2. Akenine-Möller T. Munkberg J. and Hasselgren J. 2007. Stochastic rasterization using time-continuous triangles. In Graphics Hardware 7--16. Akenine-Möller T. Munkberg J. and Hasselgren J. 2007. Stochastic rasterization using time-continuous triangles. In Graphics Hardware 7--16.
3. Andersson J. 2011. Shiny PC graphics in Battlefield 3. GeForce LAN. http://www.slideshare.net/fullscreen/DICEStudio/shiny-pc-graphics-in-battlefield-3/. Andersson J. 2011. Shiny PC graphics in Battlefield 3. GeForce LAN. http://www.slideshare.net/fullscreen/DICEStudio/shiny-pc-graphics-in-battlefield-3/.
4. Baker D. and Hill S. 2012. Rock-solid shading. In Advances in Real-Time Rendering in 3D Graphics and Games. SIGGRAPH Course. Baker D. and Hill S. 2012. Rock-solid shading. In Advances in Real-Time Rendering in 3D Graphics and Games. SIGGRAPH Course .