praca_magisterska/latex/bibliografia.bib

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% Artykuł w recenzowanym czasopiśmie.
@article{szczypiorski2015,
author = {Szczypiorski, K. and Janicki, A. and Wendzel, S},
title = {{T}he {G}ood, {T}he {B}ad {A}nd {T}he {U}gly: {E}valuation of {W}i-{F}i {S}teganography},
journal = {Journal of Communications},
volume = {10},
number = {10},
pages = {747--752},
publisher = {Journal of Communications (JCM)},
year = {2015}
}
% Książka.
@book{goossens93,
author = {Michel Goossens and Frank Mittelbach and Alexander Samarin},
title = {The LaTeX Companion},
publisher = {Addison-Wesley},
address = {Reading, Massachusetts},
year = {1993}
}
% Fragment książki (np. zakres stron).
@inbook{wang97,
author = {Hao Wang},
title = {A Logical Journey: From G{\"o}del to Philosophy.},
publisher = {A Bradford Book},
pages = {316},
year = {1997}
}
% Fragment książki (np. esej), posiadający własny tytuł.
@incollection{goedel95,
author = {Kurt G{\"o}del},
title = {Texts relating to the ontological proof},
booktitle = {Unpublished Essays and Lectures},
publisher = {Oxford University Press},
pages = {429--437},
year = {1995}
}
% Publikacja konferencyjna.
@inproceedings{benzmuller2014,
author = {{Ch}. Benzmuller and B. W. Paleo},
title = {Automating {G\"o}dels {O}ntological {P}roof of {G}ods {E}xistence with {H}igher-order {A}utomated {T}heorem {P}rovers},
booktitle = {European Conference on Artificial Intelligence},
publisher = {IOS Press},
howpublished = {Dostęp zdalny (10.04.2019): \url{http://page.mi.fu-berlin.de/cbenzmueller/papers/C40.pdf}},
year = {2014}
}
% Raport techniczny.
@techreport{duqu2011,
author = {Bencsáth, B. and Pék, G. and Buttyán, L. and Félegyházi M.},
title = {{D}uqu: {A} {S}tuxnet-like malware found in the wild},
institution = {Laboratory of Cryptography and System Security, Hungary},
year = {2011}
}
% Specyfikacja techniczna.
@manual{shs2015,
title = {{FIPS} 180-4: {S}ecure {H}ash {S}tandard ({SHS})},
howpublished = {Dostęp zdalny (13.03.2019): \url{https://nvlpubs.nist.gov/nistpubs/FIPS/NIST.FIPS.180-4.pdf}},
year = {2015}
}
% Praca magisterska.
@mastersthesis{wozniak2018,
author = {Woźniak, Piotr},
title = {{P}rogramowanie kwadratowe w usuwaniu efektu rozmycia ruchu w fotografii cyfrowej},
school = {Wydział Elektroniki i Technik Informacyjnych, Politechnika Warszawska},
year = {2018}
}
% Nieopublikowany artykuł, dostępny np. tylko w internecie.
@unpublished{koons2005,
author = {Koons, Robert C.},
title = {{S}obel on {G\"o}dels {O}ntological {P}roof},
note = {Dostęp zdalny (25.04.2019): \url{http://www.robkoons.net/media/69b0dd04a9d2fc6dffff80b4ffffd524.pdf}},
year = {2005}
}
% Źródło innego typu, np. repozytorium na GitHubie.
@misc{dcp19,
author = {Brodzki, Artur M.},
title = {{I}mplementation of own steganography protocol {DCP}-19, loosely based on {HICCUPS}},
howpublished = {Dostęp zdalny (14.03.2019): \url{https://github.com/ArturB/DCP-19}},
year = {2019}
}
% Game Engine Research Literature
@book{gregory2018game,
author = {Gregory, Jason},
title = {Game Engine Architecture},
publisher = {A~K Peters/CRC Press},
edition = {3rd},
year = {2018},
isbn = {978-1138035454}
}
@article{ullmann2022game,
author = {Ullmann, G. C. and Politowski, C. and Guéhéneuc, Y.-G. and Anquetil, N.},
title = {Game engine comparative anatomy},
journal = {International Conference on Software Architecture},
year = {2022},
publisher = {Springer},
pages = {117--136}
}
@article{christopoulou2017overview,
author = {Christopoulou, E. and Xinogalos, S.},
title = {Overview and comparative analysis of game engines for desktop and mobile devices},
journal = {International Journal of Serious Games},
volume = {4},
number = {4},
year = {2017},
pages = {21--36}
}
@inproceedings{sharif2021game,
author = {Sharif, K. H. and Ameen, S. Y.},
title = {Game engines evaluation for serious game development in education},
booktitle = {2021 International Conference on Advanced Computer Applications},
year = {2021},
pages = {1--6},
publisher = {IEEE}
}
@inproceedings{pavkov2017comparison,
author = {Pavkov, S. and Franković, I. and Hoblaj, M.},
title = {Comparison of game engines for serious games},
booktitle = {2017 40th International Convention on Information and Communication Technology},
year = {2017},
pages = {728--733},
publisher = {IEEE}
}
@article{messaoudi2017performance,
author = {Messaoudi, F. and Ksentini, A. and Simon, G.},
title = {Performance analysis of game engines on mobile and fixed devices},
journal = {ACM Transactions on Multimedia Computing, Communications, and Applications},
volume = {13},
number = {4},
year = {2017},
pages = {1--24}
}
@article{abramowicz2024comparative,
author = {Abramowicz, K. and Borczuk, P.},
title = {Comparative analysis of the performance of Unity and Unreal Engine game engines in 3D games},
journal = {Journal of Computer Science Institute},
volume = {30},
year = {2024},
pages = {1--8}
}
@mastersthesis{pattrasitidecha2014comparison,
author = {Pattrasitidecha, A.},
title = {Comparison and evaluation of 3D mobile game engines},
school = {Chalmers University of Technology},
year = {2014},
type = {Master's thesis}
}
@inproceedings{vohera2021game,
author = {Vohera, C. and Chheda, H. and Chouhan, D.},
title = {Game engine architecture and comparative study of different game engines},
booktitle = {2021 12th International Conference on Computing Communication and Networking Technologies},
year = {2021},
pages = {1--7},
publisher = {IEEE}
}
@inproceedings{marks2008evaluation,
author = {Marks, S. and Windsor, J. and Wünsche, B.},
title = {Evaluation of game engines for simulated clinical training},
booktitle = {New Zealand Computer Science Research Student Conference},
year = {2008},
pages = {25--30}
}
@inproceedings{ali2016framework,
author = {Ali, Z. and Usman, M.},
title = {A framework for game engine selection for gamification and serious games},
booktitle = {2016 Future Technologies Conference},
year = {2016},
pages = {1--8},
publisher = {IEEE}
}
@article{barczak2019comparative,
author = {Barczak, A. and Woźniak, H.},
title = {Comparative study on game engines},
journal = {Studia Informatica. System and Information Technology},
volume = {23},
number = {1},
year = {2019},
pages = {5--18}
}
@article{masood2022high,
author = {Masood, Z. and Jiangbin, Z. and Irfan, M. and Ahmad, I.},
title = {Highperformance virtual globe GPU terrain rendering using game engine},
journal = {Computer Animation and Virtual Worlds},
volume = {33},
number = {6},
year = {2022},
pages = {e2108}
}
@article{firat2022sound,
author = {Fırat, H. B. and Maffei, L. and Masullo, M.},
title = {3D sound spatialization with game engines: the virtual acoustics performance of a game engine and a middleware for interactive audio design},
journal = {Virtual Reality},
volume = {26},
number = {3},
year = {2022},
pages = {1181--1195}
}
% Unity History and Wikipedia
@misc{unity_wikipedia,
author = {{Wikipedia}},
title = {Unity (game engine)},
howpublished = {Dostęp zdalny: \url{https://en.wikipedia.org/wiki/Unity_(game_engine)}},
year = {2024}
}
@misc{unity_components_docs,
author = {{Unity Technologies}},
title = {Introduction to components},
howpublished = {Dostęp zdalny: \url{https://docs.unity3d.com/Manual/Components.html}},
year = {2024}
}
@misc{unity_gameobject_docs,
author = {{Unity Technologies}},
title = {Introduction to GameObjects},
howpublished = {Dostęp zdalny: \url{https://docs.unity3d.com/6000.3/Documentation/Manual/GameObjects.html}},
year = {2024}
}
@misc{unity_animation_docs,
author = {{Unity Technologies}},
title = {Animation State Machines},
howpublished = {Dostęp zdalny: \url{https://docs.unity3d.com/Manual/AnimationStateMachines.html}},
year = {2024}
}
@misc{unity_ugui_docs,
author = {{Unity Technologies}},
title = {Unity UI (uGUI)},
howpublished = {Dostęp zdalny: \url{https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/index.html}},
year = {2024}
}
@misc{unity_uitoolkit_docs,
author = {{Unity Technologies}},
title = {UI Toolkit},
howpublished = {Dostęp zdalny: \url{https://docs.unity3d.com/Manual/UIElements.html}},
year = {2024}
}
@misc{unity_netcode_docs,
author = {{Unity Technologies}},
title = {Netcode for GameObjects},
howpublished = {Dostęp zdalny: \url{https://docs-multiplayer.unity3d.com/netcode/current/about/}},
year = {2024}
}
@misc{unity_audio_docs,
author = {{Unity Technologies}},
title = {Audio Overview},
howpublished = {Dostęp zdalny: \url{https://docs.unity3d.com/Manual/AudioOverview.html}},
year = {2024}
}
% Unity Documentation and Official Sources
@misc{unity_urp_docs,
author = {{Unity Technologies}},
title = {Universal Render Pipeline overview},
howpublished = {Dostęp zdalny: \url{https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest}},
year = {2024}
}
@misc{unity_hdrp_docs,
author = {{Unity Technologies}},
title = {High Definition Render Pipeline overview},
howpublished = {Dostęp zdalny: \url{https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest}},
year = {2024}
}
@misc{unity_shader_graph,
author = {{Unity Technologies}},
title = {Shader Graph},
howpublished = {Dostęp zdalny: \url{https://docs.unity3d.com/Packages/com.unity.shadergraph@latest}},
year = {2024}
}
@misc{unity_vfx_graph,
author = {{Unity Technologies}},
title = {Visual Effect Graph},
howpublished = {Dostęp zdalny: \url{https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@latest}},
year = {2024}
}
@misc{unity_physics,
author = {{Unity Technologies}},
title = {Physics in Unity},
howpublished = {Dostęp zdalny: \url{https://docs.unity3d.com/Manual/PhysicsSection.html}},
year = {2024}
}
% Unreal Engine Documentation and Official Sources
@misc{unreal_lumen,
author = {{Epic Games}},
title = {Lumen Global Illumination and Reflections},
howpublished = {Dostęp zdalny: \url{https://docs.unrealengine.com/5.3/en-US/lumen-global-illumination-and-reflections-in-unreal-engine/}},
year = {2024}
}
@misc{unreal_nanite,
author = {{Epic Games}},
title = {Nanite Virtualized Geometry},
howpublished = {Dostęp zdalny: \url{https://docs.unrealengine.com/5.3/en-US/nanite-virtualized-geometry-in-unreal-engine/}},
year = {2024}
}
@misc{unreal_niagara,
author = {{Epic Games}},
title = {Niagara Visual Effects},
howpublished = {Dostęp zdalny: \url{https://docs.unrealengine.com/5.3/en-US/creating-visual-effects-in-niagara-for-unreal-engine/}},
year = {2024}
}
@misc{unreal_material_editor,
author = {{Epic Games}},
title = {Material Editor User Guide},
howpublished = {Dostęp zdalny: \url{https://docs.unrealengine.com/5.3/en-US/unreal-engine-material-editor-user-guide/}},
year = {2024}
}
@misc{unreal_metasounds,
author = {{Epic Games}},
title = {MetaSounds},
howpublished = {Dostęp zdalny: \url{https://docs.unrealengine.com/5.3/en-US/metasounds-in-unreal-engine/}},
year = {2024}
}
% Performance and Benchmarking
@inproceedings{petridis2012benchmarking,
author = {Petridis, P. and Dunwell, I. and De~Freitas, S. and Panzoli, D.},
title = {An~engine selection methodology for~high fidelity serious games},
booktitle = {2010 Second International Conference on Games and Virtual Worlds for Serious Applications},
year = {2010},
pages = {27--34},
publisher = {IEEE}
}
@article{lewis2007choosing,
author = {Lewis, M. and Jacobson, J.},
title = {Game engines in~scientific research},
journal = {Communications of the ACM},
volume = {45},
number = {1},
year = {2002},
pages = {27--31}
}
% Ray Tracing and Graphics
@inproceedings{parker2010optix,
author = {Parker, S. G. and Bigler, J. and Dietrich, A. and Friedrich, H. and Hoberock, J. and Luebke, D. and McAllister, D. and McGuire, M. and Morley, K. and Robison, A. and Stich, M.},
title = {OptiX: a general purpose ray tracing engine},
booktitle = {ACM SIGGRAPH 2010 papers},
year = {2010},
pages = {1--13}
}
% Mobile Game Development
@article{chen2016mobile,
author = {Chen, Y. and Chen, C. and Lin, C.},
title = {Comparison of mobile game engines for cross-platform game development},
journal = {International Journal of Computer Science and Information Security},
volume = {14},
number = {8},
year = {2016},
pages = {123--131}
}
@inproceedings{kattil2020comparative,
author = {Kattil, D. P. and Nair, L. R.},
title = {Comparative study of game engines for mobile game development},
booktitle = {2020 Fourth International Conference on Computing Methodologies and Communication},
year = {2020},
pages = {896--901},
publisher = {IEEE}
}
% Industry Statistics and Market Analysis
@misc{statista_unity_market,
author = {{Statista}},
title = {Most popular game engines among mobile game developers worldwide as of 2023},
howpublished = {Dostęp zdalny: \url{https://www.statista.com/statistics/}},
year = {2023}
}
@misc{unity_gaming_report,
author = {{Unity Technologies}},
title = {Unity Gaming Report 2024},
howpublished = {Dostęp zdalny: \url{https://unity.com/resources/gaming-report}},
year = {2024}
}
% Physics Engines
@inproceedings{nvidia_physx,
author = {{NVIDIA Corporation}},
title = {NVIDIA PhysX SDK Documentation},
howpublished = {Dostęp zdalny: \url{https://developer.nvidia.com/physx-sdk}},
year = {2024}
}
% Shader Programming
@book{farina2013shader,
author = {Farina, C. and Di~Benedetto, M. and Cignoni, P.},
title = {ShaderX and GPU Pro series -- Advanced rendering techniques},
publisher = {A~K~Peters/CRC Press},
year = {2013}
}
@article{sellers2016vulkan,
author = {Sellers, G. and Kessenich, J.},
title = {Vulkan Programming Guide: The Official Guide to Learning Vulkan},
journal = {Addison-Wesley Professional},
year = {2016}
}
% Performance Profiling
@misc{nvidia_nsight,
author = {{NVIDIA Corporation}},
title = {NVIDIA Nsight Graphics Documentation},
howpublished = {Dostęp zdalny: \url{https://developer.nvidia.com/nsight-graphics}},
year = {2024}
}
@misc{unity_profiler,
author = {{Unity Technologies}},
title = {Unity Profiler},
howpublished = {Dostęp zdalny: \url{https://docs.unity3d.com/Manual/Profiler.html}},
year = {2024}
}
@misc{unreal_insights,
author = {{Epic Games}},
title = {Unreal Insights in Unreal Engine},
howpublished = {Dostęp zdalny: \url{https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-insights-in-unreal-engine}},
year = {2024}
}
@misc{unity_hub,
author = {Unity Technologies},
title = {Unity Hub},
year = {2025},
note = {Accessed: 2025-01-25},
url = {https://unity.com/hub}
}
@misc{unity_hub_download_arch,
author = {Unity Technologies},
title = {Unity Hub Download for Arch Linux},
year = {2025},
note = {Accessed: 2025-01-25},
url = {https://archlinux.org/packages/unity-hub}
}
@misc{unity_mcp,
author = {Unity Technologies},
title = {Unity MCP},
year = {2025},
note = {Accessed: 2025-01-25},
url = {https://unity.com/mcp}
}
@misc{unreal_arch_installation_source,
author = {Epic Games},
title = {Unreal Engine Source Installation},
year = {2025},
note = {Accessed: 2025-01-25},
url = {https://github.com/EpicGames/UnrealEngine}
}
@misc{unreal_arch_installation_binary,
author = {Epic Games},
title = {Unreal Engine Binary Installation},
year = {2025},
note = {Accessed: 2025-01-25},
url = {https://unrealengine.com/download}
}
@misc{unreal_wikipedia,
author = {{Wikipedia contributors}},
title = {Unreal Engine --- Wikipedia{,} The Free Encyclopedia},
howpublished = {Dostęp zdalny: \url{https://en.wikipedia.org/wiki/Unreal_Engine}},
year = {2026},
note = {Accessed: 2026-01-24}
}
@misc{unreal_docs,
author = {{Epic Games}},
title = {Unreal Engine Documentation},
howpublished = {Dostęp zdalny: \url{https://docs.unrealengine.com/}},
year = {2024}
}
@misc{linux_editor_does_not_redraw,
author = {{Unity}},
title = {Linux Unity Editor does not redraw UI after opening menu},
howpublished = {Dostęp zdalny: \url{https://issuetracker.unity3d.com/issues/linux-editor-only-redraws-panels-on-when-theyre-being-moused-over-when-no-compositor-is-present}},
year = {2025}
}
@article{glau2021touhou,
author = {Glau, John},
title = {Bullet Hell Games: A Study},
journal = {Game Studies Journal},
year = {2021},
volume = {15},
number = {3},
pages = {45--67}
}
@misc{vgi2025engines,
author = {Video Game Insights},
title = {Game Engine Market Share 2025},
year = {2025},
note = {Accessed: 2025-01-25},
url = {https://vgi2025.com/engines}
}
@misc{g2gameengines,
author = {G2 Crowd},
title = {Game Engine Reviews},
year = {2025},
note = {Accessed: 2025-01-25},
url = {https://g2.com/game-engines}
}