We thank Naty Hoffman (Activision Studio Central),
Leonardo Zide (Treyarch), and
Louis Bavoil (NVIDIA) for their input on this paper and implementation,
Guedis Cardenas (Williams) for his work in the Williams graphics lab,
and Michael Bukowski, Brian Osman, Padraic Hennessy and the rest of the team at
Vicarious Visions for access to their original AlchemyAO source code and helping
to tune the latest version for production use. Thanks to Eric Haines and Peter-Pike Sloan
for comments on the paper itself.
The DX11 HLSL shader implementation is a port of our code provided by Leonardo Zide (Treyarch).