## References James Kajiya - The rendering equation: [https://dl.acm.org/citation.cfm?id=15902](https://dl.acm.org/citation.cfm?id=15902) David Immel et al. - A radiosity method for non-diffuse environments: [https://dl.acm.org/citation.cfm?id=15901](https://dl.acm.org/citation.cfm?id=15901) Deriving the Rendering Equation by Ravi Ramamoorthi [https://inst.eecs.berkeley.edu/~cs294-13/fa09/lectures/scribe-lecture3.pdf](https://inst.eecs.berkeley.edu/~cs294-13/fa09/lectures/scribe-lecture3.pdf) Julian Fong's rendering equation explained: [https://twitter.com/levork/status/609603797258600448](https://twitter.com/levork/status/609603797258600448) Rory Driscoll explains the rendering equation: [http://www.rorydriscoll.com/2008/08/24/lighting-the-rendering-equation/](http://www.rorydriscoll.com/2008/08/24/lighting-the-rendering-equation/) Reflection, refraction, Snell's law and total internal reflections: [https://www.khanacademy.org/science/physics/geometric-optics](https://www.khanacademy.org/science/physics/geometric-optics) Michael Horsch's OpenGL water tutorial: [https://blog.bonzaisoftware.com/tnp/gl-water-tutorial/](https://blog.bonzaisoftware.com/tnp/gl-water-tutorial/) Realistic Water Using Bump Mapping and Refraction: [https://hydrogen2014imac.files.wordpress.com/2013/02/realisticwater.pdf](https://hydrogen2014imac.files.wordpress.com/2013/02/realisticwater.pdf) OpenGL Water Tutorials by ThinMatrix [https://www.youtube.com/playlist?list=PLRIWtICgwaX23jiqVByUs0bqhnalNTNZh](https://www.youtube.com/playlist?list=PLRIWtICgwaX23jiqVByUs0bqhnalNTNZh) Amazing collection of resources about water rendering: [http://vterrain.org/Water/](http://vterrain.org/Water/) Linear Depth Buffer: [https://www.gamedev.net/forums/topic/604984-linear-depth-buffer-for-rendering-shadows/?do=findComment&comment=4828044](https://www.gamedev.net/forums/topic/604984-linear-depth-buffer-for-rendering-shadows/?do=findComment&comment=4828044)