Bibliografía

  1. James D. Foley, Andries van Dam, Steven K. Feiner, John F. Hughes. Computer Graphics: Principles and Practice. Boston, MA: Addison-Wesley, 1996
  2. Edward Angel. Interactive Computer Graphics: A Top-Down Approach with OpenGL™. Reading, MA: Addison Wesley Longman, 1997
  3. James Ward Brown, Ruel V. Churchill. Complex Variables and Applications. New York: McGraw-Hill, 1996
  4. Bjarne Stroustrup. The C++ Programming Language. Reading, MA: Addison Wesley Longman, 1997
  5. Scott Robert Ladd. C++ Simulations and Cellular Automata. New York: M&T Books, 1995
  6. Timothy Wegner, Mark Peterson. Fractal Creations: Explore the Magic of Fractals on your PC. Mill Valley, CA: The Waite Group, 1991
  7. Clayton Walnum. 3-D Graphics Programming with OpenGL™. Indianapolis, IN: QUE, 1995
  8. Kurt Gieck, Reiner Gieck. Engineering Formulas. New York: McGraw-Hill, 1990
  9. Christopher Clapham. The Concise Oxford Dictionary of Mathematics. Oxford: The Oxford University Press, 1990
  10. Thomas H. Cormen, Charles E. Leiserson, Ronald L. Rivest. Introduction to Algorithms. Cambridge, MA: The MIT Press, 1990. New York: McGraw-Hill Book Company, [c. 1990]
  11. Adrian Perez, with Dan Royer. Advanced 3-D Game Programming Using DirectX® 7.0. Plano, TX: Wordware, 2000
  12. John de Goes. 3D Game Programming with C++. Scottsdale, AZ: The Coriolis Group, 2000
  13. Roger T. Stevens. Fractal Programming and Ray Tracing with C++. San Mateo, CA: M&T, 1991
  14. André LaMothe. Tricks of the Windows Game Programming Gurus: Fundamentals of 2D and 3D Game Programming. Indianapolis, IN: Sams, 1999
  15. Alexander Enzmann, Lutz Kretzschmar, Chris Young. Ray Tracing Worlds with POV-Ray. Corte Madera, CA: Waite Group Press, 1994
  16. Uwe Braun. Atari® ST™: 3-D Graphics Programming. n.p. Abacus Software, 1988
  17. Ian O. Angell. High-Resolution Computer Graphics Using C. London: MacMillan, 1990. New York: Halsted Press, [c. 1990]
  18. Christopher D. Watkins, Larry Sharp. Programming in 3 Dimensions: 3-D Graphics, Ray Tracing, and Animation. San Mateo, CA: M&T Books, 1992
  19. Richard Haberman. Elementary Applied Partial Differential Equations with Fourier Series and Boundary Value Problems. Upper Saddle River, NJ: Prentice Hall, 1998
  20. John de Goes. Cutting-Edge 3D Game Programming with C++. Scottsdale, AZ: Coriolis, 1996
  21. Conrac Division, Conrac Corporation. Raster Graphics Handbook. New York: Van Nostrand Reinhold, 1985
  22. Cay S. Horstmann, Gary Cornell. Core Java™ 2: Volume I - Fundamentals. Upper Saddle River, NJ: Prentice Hall, 2003
  23. Cay S. Horstmann, Gary Cornell. Core Java™ 2: Volume II - Advanced Features. Upper Saddle River, NJ: Prentice Hall, 2002
  24. Roger T. Stevens, Christopher D. Watkins. Advanced Graphics Programming in Turbo Pascal. Redwood City, CA: M&T, 1991
  25. David H. Eberly. 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics. San Francisco, CA: Morgan Kaufmann, 2006
  26. Donald Hearn, M. Pauline Baker. Computer Graphics: C Version. Saddle River, NJ: Prentice Hall, 1997
  27. Max K. Agoston. Computer Graphics and Geometric Modeling: Implementation and Algorithms. London: Springer, 2005.