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Jim Arlow and Ila Neustadt.
\newblock {\em UML and the Unified Process: Practical Object-Oriented Analysis
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\newblock Addison-Wesley, 2002.

\bibitem{endres03:handbook}
Albert Endres and Dieter Rombach.
\newblock {\em A Handbook of Software and Systems Engineering: Empirical
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\newblock Pearson Addison-Wesley, 2003.

\bibitem{fakespace:cave}
{Fakespace Systems Inc.}
\newblock {Fakespace Systems Inc. CAVE}\textregistered.
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\bibitem{opengl}
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\newblock {OpenGL - The Industry Standard for High Performance Graphics}.
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\bibitem{glsl}
Gold~Standard Group.
\newblock {OpenGL Shading Language}.
\newblock \url{http://www.opengl.org/documentation/glsl/}.
\newblock Accessed April 23rd, 2008.

\bibitem{vectorfields}
Travis~L. Hilton and Parris~K. Egbert.
\newblock Vector fields: an interactive tool for animation, modeling and
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\newblock In {\em Computer Graphics Forum}, pages 329--338, Aire-la-Ville,
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\bibitem{intersense:900}
Intersense.
\newblock {IS-900 Wireless Tracking Modules}.
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\bibitem{kipfer04:uber}
Peter Kipfer, Mark Segal, and R\"{u}diger Westermann.
\newblock Uberflow: a gpu-based particle engine.
\newblock In {\em HWWS '04: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS
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\bibitem{kreylos07:vrui}
Oliver Kreylos.
\newblock {VRUI}.
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\bibitem{latta}
Lutz Lata.
\newblock Building a million particle system.
\newblock In {\em Proceedings of the Game Developers Conference 2004}, 2004.

\bibitem{ParticleGS}
{Microsoft}.
\newblock {ParticleGS Sample}.
\newblock \url{http://msdn2.microsoft.com/en-us/library/bb205329(VS.85).aspx}
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\bibitem{streamoutput}
{Microsoft}.
\newblock {Stream-Output Stage (Direct3D 10)}.
\newblock \url{http://msdn2.microsoft.com/en-us/library/bb205121(VS.85).aspx}
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\bibitem{voxel}
H.~Nguyen.
\newblock {\em GPU Gems}, pages 633--676.
\newblock Addison-Wesley, 3rd edition, 2008.

\bibitem{motion_blur}
H.~Nguyen.
\newblock {\em GPU Gems}, pages 575--632.
\newblock Addison-Wesley, 3rd edition, 2008.

\bibitem{light_scatter}
H.~Nguyen.
\newblock {\em GPU Gems}, pages 275--348.
\newblock Addison-Wesley, 3rd edition, 2008.

\bibitem{high_speed}
H.~Nguyen.
\newblock {\em GPU Gems}, pages 513--528.
\newblock Addison-Wesley, 3rd edition, 2008.

\bibitem{deferred}
{Nicholas Francis, Over The Edge Entertainment}.
\newblock {Deferred Particle Shading, Cooler Looking Smoke For Games}.
\newblock \url{http://unity3d.com/blogs/nf/} (Accessed April 23, 2008).

\bibitem{g80}
{Nvidia}.
\newblock {GeForce 8 Series}.
\newblock \url{http://www.nvidia.com/page/geforce8.html} (Accessed April 23rd,
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\bibitem{quadroplex}
{Nvidia}.
\newblock {Nvidia Quadro Plex VCS}.
\newblock \url{http://www.nvidia.com/page/quadroplex.html} (Accessed Apirl
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\bibitem{spec:shader4}
{Nvidia Corporation}.
\newblock {OpenGL Geometry Shader 4 Extension}.
\newblock
  \url{http://developer.download.nvidia.com/opengl/specs/GL\_EXT\_geometry\_sh%
ader4.txt (Accessed April 23, 2008)}.

\bibitem{spec:transform}
{Nvidia Corporation}.
\newblock {OpenGL Transform Feedback Extension}.
\newblock
  \url{http://developer.download.nvidia.com/opengl/specs/GL\_NV\_transform\_fe%
edback.txt (Accessed April 23rd, 2008)}.

\bibitem{nvidia:vbo}
{Nvidia Corporation}.
\newblock {Using Vertex Buffer Objects}.
\newblock \url{http://developer.nvidia.com/ object/using\_VBOs.html} (Accessed
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\bibitem{community:osg}
{Open Source Community}.
\newblock {OpenSceneGraph}.
\newblock \url{http://www.openscenegraph.org/} (Accessed April 23, 2008).

\bibitem{reeves}
William~T. Reeves.
\newblock Particle systems\---a technique for modeling a class of fuzzy
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\newblock In {\em SIGGRAPH '83: Proceedings of the 10th annual conference on
  Computer graphics and interactive techniques}, pages 359--375, New York, NY,
  USA, 1983. ACM Press.

\bibitem{rost06:glsl}
Randi~J. Rost.
\newblock {\em OpenGL Shading Language}.
\newblock Pearson Education Inc., 2 edition, 2006.

\bibitem{pipeline}
Ren Shao.
\newblock Ren shao-work.
\newblock \url{http:/blogs.vislab.usyd.edu.au/index.php/RenShao?cat=136}
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\bibitem{sherman:freevr}
William~R. Sherman.
\newblock Freevr.
\newblock \url{http://www.freevr.org/ (Accessed April 23, 2008)}.

\bibitem{sherman03:understanding}
William~R. Sherman and Alan~B. Craig.
\newblock {\em Understanding Virtual Reality}.
\newblock Morgan Kaufmann Publishers, San Francisco, CA, USA, 2003.

\bibitem{sommerville04:se}
Iam Sommerville.
\newblock {\em Software Engineering}.
\newblock Addison-Wesley, 7 edition, 2004.

\bibitem{spec:vbo}
{Standard Performance Evaluation Corporation}.
\newblock {Vertex Buffer Objects (VBOs)}.
\newblock {\url{http://www.spec.org/gpc/opc.static/vbo\_whitepaper.html}
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\bibitem{sofparticles}
{Tristan Lorach}.
\newblock {Soft Particles}.
\newblock
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\bibitem{redbook}
Mason Woo, Jackie Neider, Tom Davis, and Dave Shreiner.
\newblock {\em OpenGL Programming Guide Sixth edition The Official Guide to
  Learning OpenGL Version 2.1}.
\newblock Addison Wesley, 5th edition, 2007.

\end{thebibliography}
