Real-Time Rendering Bibliography - 4th Edition
Real-Time Rendering Bibliography - 4th Edition
html
This is the hyperlinked bibliography of the Fourth Edition of the book Real-Time Rendering. Since many of the references have web resources
associated with them, we have made this hyperlinked version of the bibliography available. The bibliography for the online Collision Detectio
chapter is near the end of this page, as is that for the Real-Time Ray Tracing chapter. These are followed by the bibliography for the online Re
Rendering appendices. The First, Second, and Third Edition bibliographies are also available.
If we don't have a link or the link is dead, try Google Scholar to find papers. We mostly avoid linking to content behind paywalls, unless the
itself is useful. Chrome has a handy Google Scholar Button plug-in that makes it easier still. You can also try The Wayback Machine; just past
URL and see if it's been archived. Better yet, use this Chrome extension to easily see if there's an archived copy.
We link to the Amazon page for a book if there is "Look inside" information available for it. You should also search Google Books for the book,
sometimes the information you need is available there.
If you would rather choose a link at random or just feel like burning bandwidth, try this page.
1. Aalto, Tatu, "Experiments with DirectX Raytracing in Remedy's Northlight Engine," Game Developers Conference, Mar. 19, 2018.
https://www.remedygames.com/experiments-with-directx-raytracing-in-remedys-northlight-engine/
2. Aaltonen, Sebastian, "Modern Textureless Deferred Rendering Techniques," Beyond3D Forum, Feb. 28, 2016.
https://forum.beyond3d.com/threads/modern-textureless-deferred-rendering-techniques.57611/
3. Abbas, Wasim, "Practical Analytic 2D Signed Distance Field Generation," in ACM SIGGRAPH 2016 Talks, article no. 68, July 2016.
4. Abrash, Michael, Michael Abrash's Graphics Programming Black Book, Special Edition, The Coriolis Group, Inc., 1997.
http://giant.pourri.ch/Graphics%20Programming%20Black%20Book/Graphics%20Programming%20Black%20Book.pdf
http://www.jagregory.com/abrash-black-book/
5. Abrash, Michael, "Latency--The sine qua non of AR and VR," Ramblings in Valve Time blog, Dec. 29, 2012.
http://blogs.valvesoftware.com/abrash/down-the-vr-rabbit-hole-fixing-judder/
6. Abrash, Michael, "Raster-Scan Displays: More Than Meets The Eye," Ramblings in Valve Time blog, Jan. 28, 2013.
http://blogs.valvesoftware.com/abrash/raster-scan-displays-more-than-meets-the-eye/
7. Abrash, Michael, "Down the VR Rabbit Hole: Fixing Judder," Ramblings in Valve Time blog, July 26, 2013.
http://blogs.valvesoftware.com/abrash/latency-the-sine-qua-non-of-ar-and-vr/
8. Abrash, Michael, "Oculus Chief Scientist Predicts the Next 5 Years of VR Technology," Road to VR website, Nov. 4, 2016.
http://www.roadtovr.com/michael-abrash-explores-next-5-years-vr-technology/
9. Adams, Ansel, The Camera, Little, Brown and Company, 1980.
10. Adams, Ansel, The Negative, Little, Brown and Company, 1981.
11. Adams, Ansel, The Print, Little, Brown and Company, 1983.
12. Adorjan, Matthias, OpenSfM: A Collaborative Structure-from-Motion System, Diploma thesis in Visual Computing, Vienna University of
Technology, 2016.
https://www.cg.tuwien.ac.at/research/publications/2015/Adorjan-2015/Adorjan-2015-thesis.pdf
13. Aila, Timo, and Ville Miettinen, "dPVS: An Occlusion Culling System for Massive Dynamic Environments," IEEE Computer Graphics and
Applications, vol. 24, no. 2, pp. 86-97, Mar. 2004.
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.230.608&rep=rep1&type=pdf
14. Aila, Timo, and Samuli Laine, "Alias-Free Shadow Maps," in Eurographics Symposium on Rendering, Eurographics Association, pp. 161-1
June 2004.
https://research.nvidia.com/sites/default/files/publications/aila2004egsr_paper.pdf
15. Aila, Timo, and Samuli Laine, "Understanding the Efficiency of Ray Traversal on GPUs," High Performance Graphics, pp. 145-149, 2009.
http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/aila09_gpu_rt.pdf
http://highperformancegraphics.net/previous/www_2009/presentations/aila-understanding.pdf
16. Aila, Timo, Samuli Laine, and Tero Karras, "Understanding the Efficiency of Ray Traversal on GPUs--Kepler and Fermi Addendum," Techn
Report NVR-2012-02, NVIDIA, 2012.
http://research.nvidia.com/sites/default/files/publications/nvr-2012-02.pdf
17. Airey, John M., John H. Rohlf, and Frederick P. Brooks Jr., "Towards Image Realism with Interactive Update Rates in Complex Virtual Buil
Environments," ACM SIGGRAPH Computer Graphics (Symposium on Interactive 3D Graphics), vol. 24, no. 2, pp. 41-50, Mar. 1990.
http://www.cs.unc.edu/techreports/90-001.pdf
18. Airey, John M., Increasing Update Rates in the Building Walkthrough System with Automatic Model-Space Subdivision and Potentially Vis
Calculations, PhD thesis, Technical Report TR90-027, Department of Computer Science, University of North Carolina at Chapel Hill, July
http://www.cs.unc.edu/techreports/90-027.pdf
19. Akeley, K., P. Haeberli, and D. Burns, tomesh.c, a C-program on the SGI Developer's Toolbox CD, 1990.
20. Akeley, Kurt, and Pat Hanrahan, "Real-Time Graphics Architectures," Course CS448A Notes, Stanford University, Fall 2001.
http://graphics.stanford.edu/courses/cs448a-01-fall
21. Akenine-Möller, Tomas, "Fast 3D Triangle-Box Overlap Testing," journal of graphics tools, vol. 6, no. 1, pp. 29-33, 2001.
http://fileadmin.cs.lth.se/cs/personal/tomas_akenine-moller/pubs/tribox.pdf
https://www.tandfonline.com/doi/abs/10.1080/10867651.2001.10487535
22. Akenine-Möller, Tomas, and Jacob Ström, "Graphics for the Masses: A Hardware Rasterization Architecture for Mobile Phones," ACM
Transactions on Graphics, vol. 22, no. 3, pp. 801-808, 2003.
https://pdfs.semanticscholar.org/f39b/0c8e47a56bb8ebd355a6000a120bd64187d2.pdf
23. Akenine-Möller, Tomas, and Ulf Assarsson, "On the Degree of Vertices in a Shadow Volume Silhouette," journal of graphics tools, vol. 8,
pp. 21-24, 2003.
https://www.tandfonline.com/doi/abs/10.1080/10867651.2003.10487591
24. Akenine-Möller, T., and T. Aila, "Conservative and Tiled Rasterization Using a Modified Triangle Setup," journal of graphics tools, vol. 10,
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Scenes," ACM Transactions on Graphics, vol. 27, no. 3, article no. 34, Aug. 2008.
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.152.7245&rep=rep1&type=pdf
58. Ansari, Marwan Y., "Image Effects with DirectX 9 Pixel Shaders," in Wolfgang Engel, ed., ShaderX2: Shader Programming Tips and Tricks
DirectX 9, pp. 481-518, Wordware, 2004.
http://www.realtimerendering.com/resources/shaderx/
59. Answer, James, "Fast and Flexible: Technical Art and Rendering for The Unknown," Game Developers Conference, Mar. 2016.
https://drive.google.com/file/d/0B8U5MJ4Ll3Eid0w4S3NvZDNzNXM/view
https://www.youtube.com/watch?v=ClRtgeUsdOg
60. Antoine, François, Ryan Brucks, Brian Karis, and Gavin Moran, "The Boy, the Kite and the 100 Square Mile Real-Time Digital Backlot," in
SIGGRAPH 2015 Talks, ACM, article no. 20, Aug. 2015.
61. Antonio, Franklin, "Faster Line Segment Intersection," in David Kirk, ed., Graphics Gems III, pp. 199-202, Academic Press, 1992.
http://www.graphicsgems.org
https://smile.amazon.com/Graphics-Gems-3-IBM-Version/dp/0124096735
62. Antonov, Michael, "Asynchronous Timewarp Examined," Oculus Developer Blog, Mar. 3, 2015.
https://developer3.oculus.com/blog/asynchronous-timewarp-examined/
63. Apodaca, Anthony A., and Larry Gritz, Advanced RenderMan: Creating CGI for Motion Pictures, Morgan Kaufmann, 1999.
https://smile.amazon.com/Advanced-RenderMan-Creating-Pictures-Kaufmann/dp/1558606181
64. Apodaca, Anthony A., "How PhotoRealistic RenderMan Works," in Advanced RenderMan: Creating CGI for Motion Pictures, Morgan Kaufm
Chapter 6, 1999. Also in SIGGRAPH Advanced RenderMan 2: To RI_INFINITY and Beyond course, July 2000.
http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/advancedprman_ch6.pdf
https://smile.amazon.com/Advanced-RenderMan-Creating-Pictures-Kaufmann/dp/1558606181
65. Apple, "ARKit," Apple developer website.
https://developer.apple.com/documentation/arkit?language=objc
66. Apple, "OpenGL ES Programming Guide for iOS," Apple developer website.
https://developer.apple.com/library/content/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Introduction
/Introduction.html
67. de Araújo, B. R., D. S. Lopes, P. Jepp, J. A. Jorge, and B. Wyvill, "A Survey on Implicit Surface Polygonization," ACM Computing Surveys
47, no. 4, pp. 60:1-60:39, 2015.
http://webhome.cs.uvic.ca/~blob/publications/survey.pdf
68. Arge, Lars, Gerth Stølting Brodal, and Rolf Fagerberg, "Cache-Oblivious Data Structures," in Dinesh P. Mehta and Sartaj Sahni, eds., Han
of Data Structures and Applications, Second Edition, Chapman and Hall/CRC Press, Chapter 35, 2018.
https://smile.amazon.com/Handbook-Structures-Applications-Computer-Information/dp/149870185X
69. ARM Limited, "ARM® Mali™ Application Developer Best Practices, Version 1.0," ARM documentation, Feb. 27, 2017.
https://static.docs.arm.com/100019/0100/arm_mali_application_developer_best_practices_developer_guide_100019_0100_00_en2.pd
70. Arvo, James, "A Simple Method for Box-Sphere Intersection Testing," in Andrew S. Glassner, ed., Graphics Gems, Academic Press, pp. 3
1990.
http://www.graphicsgems.org
https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663
71. Arvo, James, "Ray Tracing with Meta-Hierarchies," SIGGRAPH Advanced Topics in Ray Tracing course, Aug. 1990.
http://www.cs.caltech.edu/~arvo/papers.html
72. Arvo, James, ed., Graphics Gems II, Academic Press, 1991.
http://www.graphicsgems.org
https://smile.amazon.com/Graphics-Gems-II-IBM-No/dp/0120644819
73. Arvo, James, "The Irradiance Jacobian for Partially Occluded Polyhedral Sources," in SIGGRAPH '94: Proceedings of the 21st Annual Con
on Computer Graphics and Interactive Techniques, ACM, pp. 343-350, July 1994.
https://www.graphics.cornell.edu/pubs/1994/Arv94.pdf
74. Arvo, James, "Applications of Irradiance Tensors to the Simulation of non-Lambertian Phenomena," in SIGGRAPH '95: Proceedings of th
Annual Conference on Computer Graphics and Interactive Techniques, ACM, pp. 335-342, Aug. 1995.
http://www.cs.virginia.edu/~jdl/bib/appearance/analytic%20models/arvo95.pdf
75. Asanovic, Krste, et al., "The Landscape of Parallel Computing Research: A View from Berkeley," Technical Report No. UCB/EECS-2006-18
EECS Department, University of California, Berkeley, 2006.
https://www2.eecs.berkeley.edu/Pubs/TechRpts/2006/EECS-2006-183.pdf
76. Ashdown, Ian, Radiosity: A Programmer's Perspective, John Wiley & Sons, Inc., 1994.
https://www.researchgate.net/profile/Ian_Ashdown/publication/220690300_Radiosity_-_a_programmer's_perspective/links
/0912f4ff5f5eb42776000000/Radiosity-a-programmers-perspective.pdf
77. Ashikhmin, Michael, and Peter Shirley, "An Anisotropic Phong Light Reflection Model," Technical Report UUCS-00-014, Computer Science
Department, University of Utah, June 2000.
http://www.cs.utah.edu/docs/techreports/2000/pdf/UUCS-00-014.pdf
78. Ashikhmin, Michael, Simon Premoze, and Peter Shirley, "A Microfacet-Based BRDF Generator," in SIGGRAPH '00: Proceedings of the 27t
Annual Conference on Computer Graphics and Interactive Techniques, ACM Press/Addison-Wesley Publishing Co., pp. 67-74, July 2000.
http://www.cs.utah.edu/~michael/brdfs/facets.pdf
79. Ashikhmin, Michael, "Microfacet-Based BRDFs," SIGGRAPH State of the Art in Modeling and Measuring of Surface Reflection course, Aug
80. Ashikhmin, Michael, Abhijeet Ghosh, "Simple Blurry Reflections with Environment Maps," journal of graphics tools, vol. 7, no. 4, pp. 3-8
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.14.1070&rep=rep1&type=pdf
https://www.tandfonline.com/doi/abs/10.1080/10867651.2002.10487566
81. Ashikhmin, Michael, and Simon Premoze, "Distribution-Based BRDFs," Technical Report, 2007.
http://www.cs.utah.edu/~premoze/dbrdf
82. Asirvatham, Arul, and Hugues Hoppe, "Terrain Rendering Using GPU-Based Geometry Clipmaps," in Matt Pharr, ed., GPU Gems 2, Addiso
Wesley, pp. 27-45, 2005.
https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter02.html
http://hhoppe.com/
83. Assarsson, Ulf, and Tomas Möller, "Optimized View Frustum Culling Algorithms for Bounding Boxes," journal of graphics tools, vol. 5, no
9-22, 2000.
http://www.cse.chalmers.se/~uffe/vfc.pdf
84. Atanasov, Asen, and Vladimir Koylazov, "A Practical Stochastic Algorithm for Rendering Mirror-Like Flakes," in ACM SIGGRAPH 2016 Talk
article no. 67, July 2016.
https://www.researchgate.net/publication/305455468_A_practical_stochastic_algorithm_for_rendering_mirror-like_flakes
85. Austin, Michael, "Voxel Surfing," Game Developers Conference, Mar. 2016.
http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Austin_Michael_VoxelSurfing.pdf
http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Austin_Michael_VoxelSurfing.pptx
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86. Bærentzen, J. Andreas, Steen Lund Nielsen, Mikkel Gjøl, and Bent D. Larsen, "Two Methods for Antialiased Wireframe Drawing with Hidd
Removal," in SCCG '08 Proceedings of the 24th Spring Conference on Computer Graphics, ACM, pp. 171-177, Apr. 2008.
http://www2.imm.dtu.dk/~jab/Wireframe/
http://orbit.dtu.dk/fedora/objects/orbit:55459/datastreams/file_3735323/content
87. Baert, J., A. Lagae, and Ph. Dutré, "Out-of-Core Construction of Sparse Voxel Octrees," Computer Graphics Forum, vol. 33, no. 6, pp. 22
2014.
http://graphics.cs.kuleuven.be/publications/BLD14OCCSVO/BLD14OCCSVO_paper.pdf
88. Bagnell, Dan, "Graphics Tech in Cesium--Vertex Compression," Cesium blog, May 18, 2015.
https://cesium.com/blog/2015/05/18/vertex-compression/
89. Bahar, E., and S. Chakrabarti, "Full-Wave Theory Applied to Computer-Aided Graphics for 3D Objects," IEEE Computer Graphics and
Applications, vol. 7, no. 7, pp. 46-60, July 1987.
90. Bahnassi, Homam, and Wessam Bahnassi, "Volumetric Clouds and Mega-Particles," in Wolfgang Engel, ed., ShaderX5, Charles River Med
295-302, 2006.
https://www.youtube.com/watch?v=UYZl4kgIpiA
91. Baker, Dan, "Advanced Lighting Techniques," Meltdown 2005, July 2005.
https://www.slideshare.net/mobius.cn/advanced-lighting-techniques-dan-baker-meltdown-2005
92. Baker, Dan, and Yannis Minadakis, "Firaxis' Civilization V: A Case Study in Scalable Game Performance," Game Developers Conference,
2010.
http://www.gdcvault.com/play/1012192/Firaxis-Civilization-V-A-Case
93. Baker, Dan, "Spectacular Specular--LEAN and CLEAN Specular Highlights," Game Developers Conference, Mar. 2011.
http://twvideo01.ubm-us.net/o1/vault/gdc2011/slides/Dan_Baker_SpectacularSpecular.ppt
94. Baker, Dan, "Object Space Lighting," Game Developers Conference, Mar. 2016.
http://www.oxidegames.com/2016/03/19/object-space-lighting-following-film-rendering-2-decades-later-in-real-time/
http://giant.pourri.ch/Best%20Papers/Object%20Space%20Lighting.pdf
95. Bako, Steve, Thijs Vogels, Brian McWilliams, Mark Meyer, Jan Novák, Alex Harvill, Pradeep Sen, Tony DeRose, and Fabrice Rousselle, "Ke
Predicting Convolutional Networks for Denoising Monte Carlo Renderings," ACM Transactions on Graphics, vol. 36, no. 4, article no. 97,
https://www.ece.ucsb.edu/~psen/Papers/SIGGRAPH17_KPCN_LoRes.pdf
96. Baldwin, Doug, and Michael Weber, "Fast Ray-Triangle Intersections by Coordinate Transformation," Journal of Computer Graphics Techn
vol. 5, no. 3, pp. 39-49, 2016.
http://jcgt.org/published/0005/03/03/
97. Balestra, C., and P.-K. Engstad, "The Technology of Uncharted: Drake's Fortune," Game Developers Conference, Mar. 2008.
http://aniz.tistory.com/attachment/[email protected]
98. Banks, David, "Illumination in Diverse Codimensions," in SIGGRAPH '94: Proceedings of the 21st Annual Conference on Computer Graph
Interactive Techniques, ACM, pp. 327-334, July 1994.
http://www.cs.virginia.edu/~mjh7v/bib/Banks94.pdf
99. Barb, C., "Texture Streaming in Titanfall 2," Game Developers Conference, Feb.-Mar. 2017.
https://www.gdcvault.com/play/1024418/Efficient-Texture-Streaming-in-Titanfall
100. Barber, C. B., D. P. Dobkin, and H. Huhdanpaa, "The Quickhull Algorithm for Convex Hull," Technical Report GCG53, Geometry Center, Ju
1993.
https://www.researchgate.net/profile/Hannu_Huhdanpaa/publication/242414606_The_Quickhull_Algorithm_for_Convex_Hulls/links
/54e5f6970cf2bff5a4f1e7db.pdf
101. Barequet, G., and G. Elber, "Optimal Bounding Cones of Vectors in Three Dimensions," Information Processing Letters, vol. 93, no. 2, pp
83-89, 2005.
http://www.cs.technion.ac.il/cggc/files/gallery-pdfs/Barequet-1.pdf
102. Barkans, Anthony C., "Color Recovery: True-Color 8-Bit Interactive Graphics," IEEE Computer Graphics and Applications, vol. 17, no. 1,
67-77, Jan./Feb. 1997.
103. Barkans, Anthony C., "High-Quality Rendering Using the Talisman Architecture," in Proceedings of the ACM SIGGRAPH/EUROGRAPHICS
Workshop on Graphics Hardware, ACM, pp. 79-88, Aug. 1997.
https://diglib.eg.org/bitstream/handle/10.2312/EGGH.EGGH97.079-087/079-087.pdf;sequence=1
104. Barla, Pascal, Joëlle Thollot, and Lee Markosian, "X-Toon: An Extended Toon Shader," in Proceedings of the 4th International Symposium
Non-Photorealistic Animation and Rendering, ACM, pp. 127-132, 2006.
http://artis.imag.fr/Publications/2006/BTM06a
105. Barré-Brisebois, Colin, and Marc Bouchard, "Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look,"
Developers Conference, Feb.-Mar. 2011.
https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scatter
look/
106. Barré-Brisebois, Colin, and Stephen Hill, "Blending in Detail," Self-Shadow blog, July 10, 2012.
http://blog.selfshadow.com/publications/blending-in-detail/
107. Barré-Brisebois, Colin, "Hexagonal Bokeh Blur Revisited," ZigguratVertigo's Hideout blog, Apr. 17, 2017.
https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited/
108. Barrett, Sean, "Blend Does Not Distribute Over Lerp," Game Developer, vol. 11, no. 10, pp. 39-41, Nov. 2004.
http://www.gdcvault.com/gdmag
109. Barrett, Sean, "Sparse Virtual Textures," Game Developers Conference, Mar. 2008.
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110. Barringer, R., M. Andersson, and T. Akenine-Möller, "Ray Accelerator: Efficient and Flexible Ray Tracing on a Heterogeneous Architecture
Computer Graphics Forum, vol. 36, no. 8, pp. 166-177, 2017.
http://fileadmin.cs.lth.se/graphics/research/papers/2016/rayacc/rayacc.pdf
111. Bartels, Richard H., John C. Beatty, and Brian A. Barsky, An Introduction to Splines for use in Computer Graphics and Geometric Modelin
Morgan Kaufmann, 1987.
https://smile.amazon.com/Introduction-Computer-Graphics-Geometric-Modeling/dp/1558604006
112. Barzel, Ronen, ed., Graphics Tools--The jgt Editors' Choice, A K Peters, Ltd., 2005.
https://smile.amazon.com/Graphics-Tools-jgt-Editors-Choice/dp/1568812469
113. Batov, Vladimir, "A Quick and Simple Memory Allocator," Dr. Dobbs's Portal, Jan. 1, 1998.
http://www.ddj.com/architect/184403440
114. Baum, Daniel R., Stephen Mann, Kevin P. Smith, and James M. Winget, "Making Radiosity Usable: Automatic Preprocessing and Meshing
Techniques for the Generation of Accurate Radiosity Solutions," Computer Graphics (SIGGRAPH '91 Proceedings), vol. 25, no. 4, pp. 51-
1991.
https://www.researchgate.net/profile/James_Winget/publication
/220720216_Making_radiosity_usable_Automatic_preprocessing_and_meshing_techniques_for_the_generation_of_accurate_radiosity_s
/links/54bea8fe0cf28ce68e6a4364/Making-radiosity-usable-Automatic-preprocessing-and-meshing-techniques-for-the-generation-of-acc
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radiosity-solutions.pdf
115. Bavoil, Louis, Steven P. Callahan, Aaron Lefohn, João L. D. Comba, and Cláudio T. Silva, "Multi-Fragment Effects on the GPU Using the k
in Proceedings of the 2007 Symposium on Interactive 3D Graphics and Games, ACM, pp. 97-104, Apr.-May 2007.
http://www-rev.sci.utah.edu/publications/SCITechReports/UUSCI-2006-032.pdf
116. Bavoil, Louis, Steven P. Callahan, and Cláudio T. Silva, "Robust Soft Shadow Mapping with Backprojection and Depth Peeling," journal of
graphics tools, vol. 13, no. 1, pp. 16-30, 2008.
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1951. Yoshida, Akiko, Matthias Ihrke, Rafał Mantiuk, and Hans-Peter Seidel, "Brightness of the Glare Illusion," Proceeding of the 5th Symposiu
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1959. Yusov, Egor, "High-Performance Rendering of Realistic Cumulus Clouds Using Pre-computed Lighting," in Proceedings of the Eurographic
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1962. Zhang, Fan, Hanqiu Sun, Leilei Xu, and Kit-Lun Lee, "Parallel-Split Shadow Maps for Large-Scale Virtual Environments," in Proceedings o
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1963. Zhang, Fan, Hanqiu Sun, and Oskari Nyman, "Parallel-Split Shadow Maps on Programmable GPUs," in Hubert Nguyen, ed., GPU Gems 3
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1966. Zhang, Long, Qian Sun, and Ying He, "Splatting Lines: An Efficient Method for Illustrating 3D Surfaces and Volumes," in Proceedings of
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1967. Zhao, Guangyuan, and Xianming Sun, "Error Analysis of Using Henyey-Greensterin in Monte Carlo Radiative Transfer Simulations,"
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This is the hyperlinked bibliography for the online Collision Detection chapter of the Fourth Edition of the book Real-Time Rendering.
1. Apetrei, Ciprian, "Fast and Simple Agglomerative LBVH Construction," Computer Graphics and Visual Computing, 2014.
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Proceedings), vol. 24, no. 4, pp. 19-28, Aug. 1990.
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3. Baraff, D., Dynamic Simulation of Non-Penetrating Rigid Bodies, PhD thesis, Technical Report 92-1275, Computer Science
Department, Cornell University, 1992.
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4. Barzel, Ronen, ed., Graphics Tools--The jgt Editors' Choice, A K Peters, Ltd., 2005.
https://smile.amazon.com/Graphics-Tools-jgt-Editors-Choice/dp/1568812469
5. van den Bergen, G., "Efficient Collision Detection of Complex Deformable Models Using AABB Trees," journal of graphics tools, vol.
2, no. 4, pp. 1-13, 1997. Also collected in reference #4.
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https://smile.amazon.com/Graphics-Tools-jgt-Editors-Choice/dp/1568812469
6. van den Bergen, G., "A Fast and Robust GJK Implementation for Collision Detection of Convex Objects," journal of graphics tools,
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36. Gregorius, Dirk, "The Separating Axis Test between Convex Polyhedra," Game Developers Conference, Mar. 2013.
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This is the hyperlinked bibliography for the online Real-Time Ray Tracing chapter of the Fourth Edition of the book Real-Time
Rendering.
1. Adinets, Andy, "Adaptive Parallel Computation with CUDA Dynamic Parallelism," NVIDIA Developer Blog,
https://devblogs.nvidia.com/introduction-cuda-dynamic-parallelism/, May 6, 2014.
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Forum, vol. 33, no. 1, pp. 129-140, 2014.
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3. Áfra, Attila T., Carsten Benthin, Ingo Wald, and Jacob Munkberg, "Local Shading Coherence Extraction for SIMD-Efficient Path
Tracing on CPUs," High Performance Graphics, pp. 119-128, 2016.
http://www.highperformancegraphics.org/wp-content/uploads/2016/local-shading-coherence-hpg2016-slides.pdf
4. Aila, Timo, and Samuli Laine, "Understanding the Efficiency of Ray Traversal on GPUs," High Performance Graphics, pp. 145-149,
2009.
http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/aila09_gpu_rt.pdf
http://highperformancegraphics.net/previous/www_2009/presentations/aila-understanding.pdf
5. Aila, Timo, Tero Karras, and Samuli Laine, "On Quality Metrics of Bounding Volume Hierarchies," High Performance Graphics, pp.
101-107, 2013.
https://users.aalto.fi/~laines9/publications/aila2013hpg_paper.pdf
6. Akenine-Möller, Tomas, Jim Nilsson, Magnus Andersson, Colin Barré-Brisebois, and Robert Toth, "Texture Level-of-Detail Strategies
for Real-Time Ray Tracing," in Eric Haines and Tomas Akenine-Möller, eds., Ray Tracing Gems, http://www.raytracinggems.com
(prerelease chapter), APress, 2019.
7. Amanatides, John, "Ray Tracing with Cones," Computer Graphics (SIGGRAPH '84 Proceedings), vol. 18, no. 3, pp. 129-135, July
1984.
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8. AMD, Radeon-Rays library, https://gpuopen.com/gaming-product/radeon-rays/, 2018.
9. Andersson, Johan, and Colin Barré-Brisebois, "Shiny Pixels and Beyond: Real-Time Raytracing at SEED," Game Developers
Conference, Mar. 2018.
https://www.ea.com/seed/news/seed-gdc-2018-presentation-slides-shiny-pixels
10. Benthin, Carsten, Sven Woop, Ingo Wald, and Attila T. Áfra, "Improved Two-Level BVHs using Partial Re-Braiding," High
Performance Graphics, article no. 7, 2017.
http://www.sven-woop.de/papers/2017-HPG-openmerge.pdf
11. Binder, Nikolaus, and Alexander Keller, "Efficient Stackless Hierarchy Traversal on GPUs with Backtracking in Constant Time," High
Performance Graphics, pp. 41-50, 2016.
12. Bitterli, Benedikt, Fabrice Rousselle, Bochang Moon, José A. Iglesias-Guitián, David Adler, Kenny Mitchell, Wojciech Jarosz, and Jan
Novák, "Nonlinearly Weighted First-order Regression for Denoising Monte Carlo Renderings," Computer Graphics Forum, vol. 35,
no. 4, pp. 107-117, 2016.
https://cs.dartmouth.edu/~wjarosz/publications/bitterli16nonlinearly.html
13. Chaitanya, Chakravarty R. Alla, Anton S. Kaplanyan, Christoph Schied, Marco Salvi, Aaron Lefohn, Derek Nowrouzezahrai, and
Timo Aila, "Interactive Reconstruction of Monte Carlo Image Sequences Using a Recurrent Denoising Autoencoder," ACM
Transactions on Graphics, vol. 36, no. 4, article no. 98, pp. 2017.
https://www.semanticscholar.org/paper/Interactive-reconstruction-of-Monte-Carlo-image-se-Chaitanya-Kaplanyan
/26cf54106c32f3007ae58816ac1a693c3262e755
14. Cohen, Daniel, and Zvi Sheffer, "Proximity Clouds--An Acceleration Technique for 3D Grid Traversal," The Visual Computer, vol. 11,
no. 1, pp. 27-38, 1994.
https://link.springer.com/article/10.1007/BF01900697
15. Dammertz, Holger, Johannes Hanika, and Alexander Keller, "Shallow Bounding Volume Hierarchies for Fast SIMD Ray Tracing of
Incoherent Rays," Computer Graphics Forum, vol. 27, no. 4, pp. 1225-1233, 2008.
http://cg.ivd.kit.edu/publications/pubhanika/2008_qbvh.pdf
16. Dammertz, Holger, Daniel Sewtz, Johannes Hanika, and Hendrik Lensch, "Edge-Avoiding À-Trous Wavelet Transform for fast Global
Illumination Filtering," High Performance Graphics, pp. 67-75, 2010.
https://jo.dreggn.org/home/2010_atrous.pdf
17. Durand, Frédo, Nicolas Holzschuch, Cyril Soler, Eric Chan, and François X. Sillion, "A Frequency Analysis of Light Transport," ACM
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45. Laine, Samuli, "Restart Trail for Stackless BVH Traversal," High Performance Graphics, pp. 107-111, 2010.
https://users.aalto.fi/~laines9/publications/laine2010hpg_paper.pdf
46. Laine, Samuli, Tero Karras, and Timo Aila, "Megakernels Considered Harmful: Wavefront Path Tracing on GPUs," High Performance
Graphics, pp. 137-143, 2013.
http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/laine13_megakernels.pdf
47. Lauterbach, C., M. Garland, S. Sengupta, D. Luebke, and D. Manocha, "Fast BVH Construction on GPUs," Computer Graphics
Forum, vol. 28, no. 2, pp. 375-384, 2009.
https://pdfs.semanticscholar.org/d16a/19f4295cff97eaf254288552a5abde5f6862.pdf
48. Lee, Mark, Brian Green, Feng Xie, and Eric Tabellion, "Vectorized Production Path Tracing," High Performance Graphics, article no.
10, 2017.
http://www.tabellion.org/et/paper17/MoonRay.pdf
49. Lehtinen, Jaakko, Jacob Munkberg, Jon Hasselgren, Samuli Laine, Tero Karras, Miika Aittala, and Timo Aila, "Noise2Noise: Learning
Image Restoration without Clean Data," International Conference on Machine Learning, 2018.
https://arxiv.org/abs/1803.04189
50. Lindqvist, Anders, "Pathtracing Coherency," Breakin.se Blog, https://www.breakin.se/learn/pathtracing-coherency.html, Aug. 27,
2018.
51. Liu, Edward, "Low Sample Count Ray Tracing with NVIDIA's Ray Tracing Denoisers," SIGGRAPH NVIDIA Exhibitor Session: Real-
Time Ray Tracing, 2018.
52. Llamas, Ignacio, and Edward Liu, "Ray Tracing in Games with NVIDIA RTX," Game Developers Conference, Mar. 21, 2018.
https://developer.nvidia.com/ray-tracing-games-nvidia-rtx-pdf
53. MacDonald, J. David, and Kellogg S. Booth, "Heuristics for Ray Tracing Using Space Subdivision," Visual Computer, vol. 6, no. 3,
pp. 153-165, 1990.
http://graphicsinterface.org/wp-content/uploads/gi1989-22.pdf
54. Mehta, Soham Uday, Brandon Wang, and Ravi Ramamoorthi, "Axis-Aligned Filtering for Interactive Sampled Soft Shadows," ACM
Transactions on Graphics, vol. 31, no. 6, pp. 163:1-163:10, 2012.
http://graphics.berkeley.edu/papers/UdayMehta-AAF-2012-12/
55. Mehta, Soham Uday, Brandon Wang, Ravi Ramamoorthi, and Fredo Durand, "Axis-Aligned Filtering for Interactive Physically-Based
Diffuse Indirect Lighting," ACM Transactions on Graphics, vol. 32, no. 4, pp. 96:1-96:12, 2013.
http://graphics.berkeley.edu/papers/Udaymehta-IPB-2013-07/index.html
56. Mehta, Soham Uday, JiaXian Yao, Ravi Ramamoorthi, and Fredi Durand, "Factored Axis-aligned Filtering for Rendering Multiple
Distribution Effects," ACM Transactions on Graphics, vol. 33, no. 4, pp. 57:1-57:12, 2014.
https://cseweb.ucsd.edu/~ravir/aaf.pdf
57. Mehta, Soham Uday, Axis-aligned Filtering for Interactive Physically-based Rendering, PhD thesis, Technical Report No. UCB/EECS-
2015-66, University of California, Berkeley, 2015.
https://www2.eecs.berkeley.edu/Pubs/TechRpts/2015/EECS-2015-66.html
58. Melnikov, Evgeniy, "Ray Tracing," NVIDIA ComputeWorks site, August 14, 2018.
https://developer.nvidia.com/discover/ray-tracing
https://developer.nvidia.com/search/site/ray%20tracing
59. Microsoft, D3D12 Raytracing Functional Spec, v0.09, Mar. 12, 2018.
https://onedrive.live.com/?authkey=%21AOmqJ4vut9zN3Ss&cid=95FC1A2974BC6D6B&id=95FC1A2974BC6D6B%21108&
parId=root&action=locate
60. Moon, Bochang, Jose A. Iglesias-Guitian, Steven McDonagh, and Kenny Mitchell, "Noise Reduction on G-Buffers for Monte Carlo
Filtering," Computer Graphics Forum, vol. 34, no. 2, pp. 1-13, 2015.
https://www.disneyresearch.com/publication/noise-reduction-g-buffers-monte-carlo-filtering/
61. Munkberg, J., J. Hasselgren, P. Clarberg, M. Andersson, and T. Akenine-Möller, "Texture Space Caching and Reconstruction for Ray
Tracing," ACM Transactions on Graphics, vol. 35, no. 6, pp. 249:1-249:13, 2016.
http://fileadmin.cs.lth.se/graphics/research/papers/2016/txspace/txspace.pdf
62. NVIDIA, "Ray Tracing," NVIDIA OptiX 5.0 Programming Guide, Mar. 13, 2018.
http://raytracing-docs.nvidia.com/optix/guide/nvidia_optix_programming_guide.180313.A4.pdf
http://raytracing-docs.nvidia.com/
63. Pantaleoni, Jacopo, and David Luebke, "HLBVH: Hierarchical LBVH Construction for Real-Time Ray Tracing of Dynamic Geometry,"
High Performance Graphics, pp. 89-95, June 2010.
http://research.nvidia.com/sites/default/files/pubs/2010-06_HLBVH-Hierarchical-LBVH/HLBVH-final.pdf
64. Pérard-Gayot, Arsène, Javor Kalojanov, and Philipp Slusallek, "GPU Ray Tracing using Irregular Grids," Computer Graphics Forum,
vol. 36, no. 2, pp. 477-486, 2017.
https://www.kalojanov.com/data/irregular_grid.pdf
https://www.kalojanov.com/data/irregular_grid_slides.pdf
65. Pharr, Matt, Craig Kolb, Reid Gershbein, and Pat Hanrahan, "Rendering Complex Scenes with Memory-Coherent Ray Tracing,"
SIGGRAPH '97: Proceedings of the 24th Annual Conference on Computer Graphics and Interactive Techniques, ACM
Press/Addison-Wesley Publishing Co., pp. 101-108, 1997.
http://www.cs.cmu.edu/afs/cs.cmu.edu/academic/class/15869-f11/www/readings/pharr97_coherent_rt.pdf
66. Pharr, Matt, Wenzel Jakob, and Greg Humphreys, Physically Based Rendering: From Theory to Implementation, Third Edition,
Morgan Kaufmann, 2016.
http://www.pbrt.org
67. Pharr, Matt, section ed., "Special Issue on Production Rendering," ACM Transactions on Graphics, vol. 37, no. 3, 2018.
https://dl.acm.org/citation.cfm?id=3243123
68. Sadeghi, Iman, Bin Chen, and Henrik Wann Jensen, "Coherent Path Tracing," journal of graphics tools, vol. 14, no. 2, pp. 33-43,
2011.
http://graphics.ucsd.edu/~henrik/papers/coherent_path_tracing.pdf
69. Schied, Christoph, Anton Kaplanyan, Chris Wyman, Anjul Patney, Chakravarty R. Alla Chaitanya, John Burgess, Shiqiu Liu, Carsten
Dachsbacher, and Aaron Lefohn, "Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path-Traced Global
Illumination," High Performance Graphics, pp. 2:1-2:12, July 2017.
https://pdfs.semanticscholar.org/05c4/9b29a7ff5abb0c3e4917e1206f3542f46512.pdf
70. Schied, Christoph, Christoph Peters, and Carsten Dachsbacher, "Gradient Estimation for Real-Time Adaptive Temporal Filtering,"
High Performance Graphics, August 2018.
http://cg.ivd.kit.edu/atf.php
https://www.highperformancegraphics.org/2018/program/
71. Shinya, Mikio, Tokiichiro Takahashi, and Seiichiro Naito, "Principles and Applications of Pencil Tracing," ACM SIGGRAPH Computer
Graphics, vol. 21, no. 4, pp. 45-54, 1987.
http://www.cg.is.sci.toho-u.ac.jp/publications/sig87_bw.pdf
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This is the hyperlinked bibliography for the online Some Linear Algebra and Trigonometry appendices of the Fourth Edition of the
book Real-Time Rendering.
1. Barber, C. B., D. P. Dobkin, and H. Huhdanpaa, "The Quickhull Algorithm for Convex Hull," Technical Report GCG53, Geometry
Center, July 1993.
https://www.researchgate.net/profile/Hannu_Huhdanpaa/publication/242414606_The_Quickhull_Algorithm_for_Convex_Hulls
/links/54e5f6970cf2bff5a4f1e7db.pdf
https://www.cise.ufl.edu/~ungor/courses/fall06/papers/QuickHull.pdf
2. Barzel, Ronen, ed., Graphics Tools--The jgt Editors' Choice, A K Peters, Ltd., 2005.
https://smile.amazon.com/Graphics-Tools-jgt-Editors-Choice/dp/1568812469
3. de Berg, M., M. van Kreveld, M. Overmars, and O. Schwarzkopf, Computational Geometry--Algorithms and Applications, Third
Edition, Springer-Verlag, 2008.
https://smile.amazon.com/Computational-Geometry-Applications-Mark-Berg/dp/3540779736
4. Euclid (original translation by Heiberg, with introduction and commentary by Sir Thomas L. Heath), The Thirteen Books of
EUCLID'S ELEMENTS, Second Edition, Revised with Additions, Volume I (Books I, II), Dover Publications, Inc., 1956.
https://www.wilbourhall.org/pdfs/Heath_Euclid_II.pdf
5. Glassner, Andrew S., ed., Graphics Gems, Academic Press, 1990.
http://www.graphicsgems.org
https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663
6. Gregorius, Dirk, "Implementing QuickHull," Game Developers Conference, Mar. 2014.
http://media.steampowered.com/apps/valve/2014/DirkGregorius_ImplementingQuickHull.pdf
7. Lawson, Terry, Linear Algebra, John Wiley & Sons, Inc., 1996.
8. Lax, Peter D., Linear Algebra and Its Applications, Second Edition, John Wiley & Sons, Inc., 2007.
9. O'Rourke, Joseph, Computational Geometry in C, Second Edition, Cambridge University Press, 1998.
http://crtl-i.com/PDF/comp_c.pdf
10. Press, William H., Saul A. Teukolsky, William T. Vetterling, and Brian P. Flannery, Numerical Recipes in C, Cambridge University
Press, 1992.
http://www.nr.com
11. Rokne, Jon, "The Area of a Simple Polygon," in James Arvo, ed., Graphics Gems II, Academic Press, pp. 5-6, 1991.
https://smile.amazon.com/Graphics-Gems-II-IBM-No/dp/0120644819
12. Ström, J., K. Åström, and T. Akenine-Möller, "Immersive Linear Algebra," http://immersivemath.com, 2015.
13. Sunday, Dan, "Area of Triangles and Polygons (2D and 3D)," GeometryAlgorithms.com, 2001. Also collected in reference #2 as
"Fast Polygon Area and Newell Normal Computation."
http://geometryalgorithms.com/Archive/algorithm_0101
https://github.com/erich666/jgt-code/tree/master/Volume_07/Number_2/Sunday2002
https://www.tandfonline.com/doi/abs/10.1080/10867651.2002.10487556
https://smile.amazon.com/Graphics-Tools-jgt-Editors-Choice/dp/1568812469
14. Zwillinger, Dan, CRC Standard Mathematical Tables and Formulas, 32nd Edition, CRC Press, 2011.
http://www.geom.uiuc.edu/docs/reference/CRC-formulas
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