@misc{mtl_spec,
  month = {October},
  year = {2010},
  title = {Spezification of the obj, mtl - format},
  language = {English},
  howpublished = {http://en.wikipedia.org/wiki/Obj},
  keywords = {Internet},
  timestamp = {2010.10.29}
}

@misc{cg2_lu_site,
  year = {2010},
  title = {Forum Computergraphik 2 LU},
  language = {German},
  howpublished = {http://www.informatik-forum.at/forumdisplay.php?188-Computergraphik-2-LU},
  keywords = {Internet},
  timestamp = {2010.10.29}
}


@misc{rtr_forum,
  year = {2010},
  title = {Forum Echtzeitgraphik},
  language = {German},
  howpublished = {http://www.informatik-forum.at/forumdisplay.php?947-Echtzeitgraphik-VU},
  keywords = {Internet},
  timestamp = {2010.10.29}
}

@misc{gpu_gems_2_shadowmaps,
	title = {GPU Gems 2: Efficient Soft-Edged Shadows Using Pixel Shader Branching},
	howpublished = {http://http.developer.nvidia.com/GPUGems2/gpugems2\_chapter17.html}
}

@misc{nopper_tutorials,
	title = {OpenGL 3.3/4.0 examples - Norbert Nopper's Homepage},
	howpublished = {http://nopper.tv/opengl\_3\_2.html }
}

@misc{gpu_gems_3_dof,
	title = {GPU Gems 3: Practical Post-Process Depth of Field},
	howpublished = {http://http.developer.nvidia.com/GPUGems3/gpugems3\_ch28.html}
}

@misc{triangle_tess,
	title = {Triangle Tessellation with OpenGL 4.0},
	howpublished = {http://prideout.net/blog/?p=48}
}

@misc{tangent_vector_calc,
	title = {Computing Tangent Space Basis Vectors for an Arbitrary Mesh},
	howpublished = {http://www.terathon.com/code/tangent.html}
}

@misc{geeks3d_blur,
	title = {Geeks3d.com : Gaussian Blur Post Processing Filter in GLSL},
	howpublished = {http://www.geeks3d.com/20100909/shader-library-gaussian-blur-post-processing-filter-in-glsl/}
}

@misc{horde3d_dof,
	title = {horde 3d forums: Depth of Field},
	howpublished = {http://www.horde3d.org/forums/viewtopic.php?f=4&t=508}
}


@misc{nehe,
	title = {NeHe Productions},
	howpublished = {http://nehe.gamedev.net}
}

@misc{lighthouse3d,
	title = {OpenGL Shading Language at Lighthouse 3D},
	howpublished = {http://lighthouse3d.com/opengl/glsl/}
}