1. [i]Practical Clustered Deferred and Forward Shading, Persson & Olsson 2013, http://advances.realtimerendering.com/s20313
2. [3]Clustered Deferred and Forward Shading, Olsson et.al. 2012
3. [4]Tiled and Clustered Forward Shading, Olsson et.al. 2012
4. [Valient14]Reflections and volumetrics of Killzone Shadow Fall, SIGGRAPH'14, http://advances.realtimerendering.com/s2014
5. [Andersson14]Rendering Battlefield 4 with Mantle, GDC 2014