mirror of
https://github.com/kuhyx/praca_magisterska.git
synced 2026-07-04 15:43:14 +02:00
426 lines
15 KiB
BibTeX
426 lines
15 KiB
BibTeX
% 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booktitle = {Unpublished Essays and Lectures},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}del’s {O}ntological {P}roof of {G}od’s {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}del’s {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 = {High‐performance 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 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_chaos,
|
||
author = {{Epic Games}},
|
||
title = {Chaos Physics},
|
||
howpublished = {Dostęp zdalny: \url{https://docs.unrealengine.com/5.3/en-US/chaos-physics-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},
|
||
howpublished = {Dostęp zdalny: \url{https://docs.unrealengine.com/5.3/en-US/unreal-insights-in-unreal-engine/}},
|
||
year = {2024}
|
||
}
|
||
|
||
% VR/AR and XR Development
|
||
@article{anthes2016state,
|
||
author = {Anthes, C. and García-Hernández, R. J. and Wiedemann, M. and Kranzlmüller, D.},
|
||
title = {State of the art of virtual reality technology},
|
||
journal = {2016 IEEE Aerospace Conference},
|
||
year = {2016},
|
||
pages = {1--19}
|
||
}
|
||
|
||
% Cross-platform Development
|
||
@inproceedings{ciman2014cross,
|
||
author = {Ciman, M. and Gaggi, O. and Gonzo, N.},
|
||
title = {Cross-platform mobile development: a study on apps with animations},
|
||
booktitle = {Proceedings of the 29th Annual ACM Symposium on Applied Computing},
|
||
year = {2014},
|
||
pages = {757--759}
|
||
}
|