1. Kilgard, M.J. (2000, January 23–28). A Practical and Robust Bump-mapping Technique for Today’s GPUs. Proceedings of the Game Developers Conference Course: Advanced OpenGL Game Development, New Orleans, LA, USA.
2. Lengyel, E. (2019). Foundations of Game Engine Development, Volume 2: Rendering, Terathon Software LLC.
3. Mikkelsen, M. (2008). Simulation of Wrinkled Surfaces Revisited. [Master’s Thesis, Department of Computer Science at the University of Copenhagen].
4. De Vries, J. (2020). Learn OpenGL: Learn Modern OpenGL Graphics Programming in a Step-by-Step Fashion, Kendall & Welling.
5. Lengyel, E. (2001). Computing Tangent Space Basis Vectors for an Arbitrary Mesh, Terathon Software 3D Graphics Library. Available online: http://www.terathon.com/code/tangent.html.