# Referencias bibliográficas

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3D Viewing: the Pinhole Camera Model. Scratchapixel. Recuperado el 26 de Febrero del 2020 de https://www.scratchapixel.com/lessons/3d-basic-rendering/3d-viewing-pinhole-camera Computer simulation. 8 de Enero del 2020. Wikipedia. https://en.wikipedia.org/w/index.php?title=Computer_simulation&oldid=934831377 Virtual Reality. 26 de Febrero del 2020. Wikipedia. https://en.wikipedia.org/w/index.php?title=Virtual_reality&oldid=942740811 Realidad aumentada. 16 de Marzo del 2020. Wikipedia. https://es.wikipedia.org/w/index.php?title=Realidad_aumentada&oldid=124304756 Visual system. 5 de Abril del 2020. Wikipedia. https://en.wikipedia.org/w/index.php?title=Visual_system&oldid=946202371 Human visual system model. 13 de Febrero del 2020. Wikipedia. https://en.wikipedia.org/w/index.php?title=Human_visual_system_model&oldid=940628106 Visión. 2 de Abril del 2020. Wikipedia. https://es.wikipedia.org/w/index.php?title=Visi%C3%B3n&oldid=124802496 Gonzáles, Vicente. 27 de Septiembre del 2014. El Sistema Visual Humano. UAL. https://w3.ual.es/~vruiz/Docencia/Apuntes/Perception/Sistema_Visual/index.html Trichromacy. 18 de Febrero del 2020. Wikipedia. https://en.wikipedia.org/w/index.php?title=Trichromacy&oldid=941417876 Visión mesópica. 30 de Agosto del 2019. Wikipedia. https://es.wikipedia.org/w/index.php?title=Visi%C3%B3n_mes%C3%B3pica&oldid=118741381 Cone cell. 20 de Mayo del 2020. Wikipedia. https://en.wikipedia.org/w/index.php?title=Cone_cell&oldid=957858342 Nave, Carl R. 2001. Rods and Cones. Hyperphysics. http://hyperphysics.phy-astr.gsu.edu/hbase/vision/rodcone.html
CJ Kazilek, Kim Cooper. 6 de Junio del 2006. Rods and Cones of the Human Eye. ASU - Ask A Biologist. https://askabiologist.asu.edu/rods-and-cones Kusyk, Janusz., Czudec, Pawel. s. f. Color Perception. StonyBrook - CS. https://www3.cs.stonybrook.edu/~lori/classes/ColorPerception/addproperties.html Peter K. Kaiser. 1996. The Joy of Visual Perception. YORKU. http://www.yorku.ca/eye/toc.htm Rod cell. 12 de Abril del 2020. Wikipedia. https://en.wikipedia.org/w/index.php?title=Rod_cell&oldid=950548955 Light. 16 de Abril del 2020. Wikipedia. https://en.wikipedia.org/w/index.php?title=Light&oldid=951305118 Color model. 4 de Febrero del 2020. Wikipedia. https://en.wikipedia.org/w/index.php?title=Color_model&oldid=939112221 RGB color model. 27 de Mayo del 2020. Wikipedia. https://en.wikipedia.org/w/index.php?title=RGB_color_model&oldid=959272315 W3schools. https://www.w3schools.com/ Colorizer. http://colorizer.org/ Henderson, AJ. Klecker, Hermann. 26 de Marzo del 2014. Re: Difference or relation between a Color Model and a Color Space?. [Comentario en el foro Difference or relation between a Color Model and a Color Space?] Stackexchange. https://photo.stackexchange.com/questions/48984/what-is-the-difference-or-relation-between-a-color-model-and-a-color-space CIE 1931 color space. 26 de Mayo del 2020. Wikipedia. https://en.wikipedia.org/w/index.php?title=CIE_1931_color_space&oldid=959024702 Madsen, Rune. s. f. Color models and color spaces. Programming Design Systems. https://programmingdesignsystems.com/color/color-models-and-color-spaces/index.html WebGL2 2D Translation. s.f. WebGL2Fundamentals. https://webgl2fundamentals.org/webgl/lessons/webgl-2d-translation.html
Tavares, Gregg. TWGL: A Tiny WebGL helper Library. https://twgljs.org/docs/ Tavares, Gregg. TWGL: A Tiny WebGL helper Library. Github. https://github.com/greggman/twgl.js/ WebGL2 Shaders and GLSL. s.f. WebGL2Fundamentals. https://webgl2fundamentals.org/webgl/lessons/webgl-shaders-and-glsl.html WebGL2 - Less Code, More Fun. s.f. WebGL2Fundamentals. https://webgl2fundamentals.org/webgl/lessons/webgl-less-code-more-fun.html WebGL2 - Animation. s.f. WebGL2Fundamentals. https://webgl2fundamentals.org/webgl/lessons/webgl-animation.html WebGL2 2D Matrices. s.f. WebGL2Fundamentals. https://webgl2fundamentals.org/webgl/lessons/webgl-2d-matrices.html WebGL2 Multiple Views, Multiple Canvases. s.f. WebGL2Fundamentals. https://webgl2fundamentals.org/webgl/lessons/webgl-multiple-views.html WebGL2 Implementing DrawImage. s.f. WebGL2Fundamentals. https://webgl2fundamentals.org/webgl/lessons/webgl-2d-drawimage.html Variable scope, closure. JAVASCRIPT.INFO. Recuperado 8 de Agosto del 2020 de https://javascript.info/closure WebGL2 - Drawing Multiple Things. s.f. WebGL2Fundamentals. https://webgl2fundamentals.org/webgl/lessons/webgl-drawing-multiple-things.html Berkenfeld, Diane. Black, Dave. s.f. Understanding Focal Length. NikonUSA. Recuperado 10 de Agosto del 2020 de https://www.nikonusa.com/en/learn-and-explore/a/tips-and-techniques/understanding-focal-length.html# Ward, Caleb. 5 de Junio del 2014. Understanding Lenses: What is Focal Length?. The Beat. https://www.premiumbeat.com/blog/understanding-lenses-what-is-focal-length/
Alamia, Marco. s.f. Article - World, View and Projection Transformation Matrices. Codinglabs. Recuperado 15 de Agosto del 2020 de http://www.codinglabs.net/article_world_view_projection_matrix.aspx Rendering Pipeline Overview. 8 de Abril del 2019. OpenGL Wiki. https://www.khronos.org/opengl/wiki_opengl/index.php?title=Rendering_Pipeline_Overview&oldid=14511 Ferdinandi, Chris. Debouncing events with requestAnimationFrame() for better performance. GoMakeThings. 11 de Octubre del 2017. https://gomakethings.com/debouncing-events-with-requestanimationframe-for-better-performance/ Rose, David. 1 de Julio del 2009. Linear algebra for game developers ~ part 1. Wolfire. http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-1/ Line–line intersection. 19 de Noviembre del 2020. Wikipedia. https://en.wikipedia.org/w/index.php?title=Line%E2%80%93line_intersection&oldid=989548298 Page, John. 2011. Intersection of two straight lines. Math Open Reference. https://mathopenref.com/coordintersection.html Htmlcolorcodes. https://htmlcolorcodes.com/es/ Ho Ahn, Song. 2005-2018. OpenGL Rotation About Arbitrary Axis. Songho.ca. http://www.songho.ca/opengl/gl_rotate.html Belousov, Boris. 31 de Mayo del 2016. Change of basis vs linear transformation. Boris Belousov. http://boris-belousov.net/2016/05/31/change-of-basis/ Ho Ahn, Song. 2008. OpenGL Transformation. Songho.ca. http://www.songho.ca/opengl/gl_transform.html Ho Ahn, Song. 2016. OpenGL Projection Matrix. Songho.ca. https://www.songho.ca/opengl/gl_projectionmatrix.html Ho Ahn, Song. 2016. OpenGL Camera. Songho.ca. https://www.songho.ca/opengl/gl_camera.html Geometric primitive. 17 de Septiembre del 2020. Wikipedia. https://en.wikipedia.org/w/index.php?title=Geometric_primitive&oldid=978917463
Fernández, Marco. Coma, Inmaculada. 2007. TEMA 1: MODELOS DE REPRESENTACIÓN DE OBJETOS 3D. UV - Informatica. http://informatica.uv.es/iiguia/2000/AIG/web_teoria/tema1.htm user177800. 23 de Mayo del 2011. Re: Why do 3D engines primarily use triangles to draw surfaces?. [Comentario en el foro Why do 3D engines primarily use triangles to draw surfaces?] Stackoverflow. https://stackoverflow.com/questions/6100528/why-do-3d-engines-primarily-use-triangles-to-draw-surfaces Crawls, Alexa. s.f. About Polygon Meshes. https://web.archive.org/web/20180329092515/http://softimage.wiki.softimage.com:80/xsidocs/poly_basic_PolygonMeshes.htm Coplanaridad. 9 de Octubre del 2019. Wikipedia. https://es.wikipedia.org/w/index.php?title=Coplanaridad&oldid=120112433 de Vries, Joey. 2014. Face culling. LearnOpenGL. https://learnopengl.com/Advanced-OpenGL/Face-culling Ongay, Fausto. Julio del 2012. Geometría de curvas y computación. 3. Las curvas de Bézier. [Diapositiva de LaTeX] CIMAT. https://www.cimat.mx/Eventos/veranomma/curvasdeBeizer.pdf Kenneth I. Joy. 1996. BERNSTEIN POLYNOMIALS. On-Line Geometric Modeling Notes. https://web.archive.org/web/20120220143625/http://www.idav.ucdavis.edu/education/CAGDNotes/Bernstein-Polynomials.pdf Calvo, Nestor. s.f. Curvas y superficies para modelado geométrico. CIMEC. https://cimec.org.ar/foswiki/pub/Main/Cimec/ComputacionGrafica/curvas.pdf Drader, J. Scott. Otoño del 2003. 3D Surface Rendering in Postscript. https://personal.math.ubc.ca/~cass/courses/m308-03b/projects-03b/drader/main.htm Holmér, Freya. 16 de Noviembre del 2018. The Ever so Lovely Bézier Curve. Freya Holmér. https://acegikmo.medium.com/the-ever-so-lovely-b%C3%A9zier-curve-eb27514da3bf
Anderson, Scott D. s.f. Reading on Bézier Curves and Surfaces. Wellesley - CS. https://cs.wellesley.edu/~cs307/readings/10-bezier.html RGB and HSV/HSI/HSL Color Space Conversion. s.f. Vocal. https://www.vocal.com/video/rgb-and-hsvhsihsl-color-space-conversion/ Cherry, Kendra. 28 de Mayo del 2020. Color Psychology: Does It Affect How You Feel?. Verywellmind. https://www.verywellmind.com/color-psychology-2795824#:~:text=These%20warm%20colors%20evoke%20emo tions,feelings%20of%20sadness%20or%20indifference Introduction to Shading: Lights. s.f. Scratchapixel. Recuperado el día 12 de Mayo del 2021 de https://www.scratchapixel.com/lessons/3d-basic-rendering/introduction-to-shading/shading-lights Introduction to Shading: Diffuse or Lambertian Shading. s.f. Scratchapixel. Recuperado el día 12 de Mayo del 2021 de https://www.scratchapixel.com/lessons/3d-basic-rendering/introduction-to-shading/diffuse-lambertian-shading WebGL2 3D - Spot Lighting. s.f. WebGL2Fundamentals. https://webgl2fundamentals.org/webgl/lessons/webgl-3d-lighting-spot.html de Vries, Joey. 2014. Colors. LearnOpenGL. https://learnopengl.com/Lighting/Colors de Vries, Joey. 2014. Basic Lighting. LearnOpenGL. https://learnopengl.com/Lighting/Basic-Lighting de Vries, Joey. 2014. Materials. LearnOpenGL. https://learnopengl.com/Lighting/Materials de Vries, Joey. 2014. Lighting maps. LearnOpenGL. https://learnopengl.com/Lighting/Lighting-maps de Vries, Joey. 2014. Light casters. LearnOpenGL. https://learnopengl.com/Lighting/Light-casters de Vries, Joey. 2014. Multiple lights. LearnOpenGL. https://learnopengl.com/Lighting/Multiple-lights
Luebke, David. 2011. Lighting & Shading.[Diapositiva de PowerPoint] COMPSCI 464: Computer Graphics. http://cs.boisestate.edu/~alark/cs464/lectures/Shading.pdf Phong reflection model. 27 de Diciembre del 2020. Wikipedia. https://en.wikipedia.org/w/index.php?title=Phong_reflection_model&oldid=996573952 The Phong Model, Introduction to the Concepts of Shader, Reflection Models and BRDF. Scratchapixel. Recuperado el día 12 de Mayo del 2021 de https://www.scratchapixel.com/lessons/3d-basic-rendering/phong-shader-BRDF Reflexión y Refracción de la Luz. Fisicalab. Recuperado el día 12 de Mayo del 2021 de https://www.fisicalab.com/apartado/reflexion-refraccion-luz Brown, C. Wayne. 4 de Marzo del 2016. 9.3 - Specular Lighting. Learn WebGL. Recuperado el día 12 de Mayo del 2021 de http://learnwebgl.brown37.net/09_lights/lights_specular.html Thormählen, Thorsten. Kehrer, Johannes. s.f. Phong demo. Toronto - CS. Recuperado el día 13 de Mayo del 2021 de http://www.cs.toronto.edu/~jacobson/phong-demo/ Kromster. 1 de Febrero del 2011. Re: Should I use textures not sized to a power of 2?. [Comentario en el foro Should I use textures not sized to a power of 2?] Stackexchange. https://gamedev.stackexchange.com/questions/7927/should-i-use-textures-not-sized-to-a-power-of-2 BananaCoding. 4 de Abril del 2019. JavaScript + CSS Range Slider | Costum Value Range Slider Webdesign Tutorial. [Archivo de Vídeo]. Youtube. https://youtu.be/BrpiNUf2XCk/ 3Blue1Brown. 11 de Septiembre del 2016. Change of basis | Chapter 13, Essence of linear algebra. [Archivo de Vídeo]. Youtube. https://youtu.be/P2LTAUO1TdA