\begin{thebibliography}{1}

\bibitem{tangent_vector_calc}
Computing tangent space basis vectors for an arbitrary mesh.
\newblock http://www.terathon.com/code/tangent.html.

\bibitem{geeks3d_blur}
Geeks3d.com : Gaussian blur post processing filter in glsl.
\newblock
  http://www.geeks3d.com/20100909/shader-library-gaussian-blur-post-processing%
-filter-in-glsl/.

\bibitem{gpu_gems_2_shadowmaps}
Gpu gems 2: Efficient soft-edged shadows using pixel shader branching.
\newblock http://http.developer.nvidia.com/GPUGems2/gpugems2\_chapter17.html.

\bibitem{gpu_gems_3_dof}
Gpu gems 3: Practical post-process depth of field.
\newblock http://http.developer.nvidia.com/GPUGems3/gpugems3\_ch28.html.

\bibitem{horde3d_dof}
horde 3d forums: Depth of field.
\newblock http://www.horde3d.org/forums/viewtopic.php?f=4&t=508.

\bibitem{nehe}
Nehe productions.
\newblock http://nehe.gamedev.net.

\bibitem{nopper_tutorials}
Opengl 3.3/4.0 examples - norbert nopper's homepage.
\newblock http://nopper.tv/opengl\_3\_2.html.

\bibitem{lighthouse3d}
Opengl shading language at lighthouse 3d.
\newblock http://lighthouse3d.com/opengl/glsl/.

\bibitem{triangle_tess}
Triangle tessellation with opengl 4.0.
\newblock http://prideout.net/blog/?p=48.

\end{thebibliography}
