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@inproceedings{Keller:1997:InstantRadiosity,
author = {Keller, Alexander},
title = {Instant Radiosity},
booktitle = {Proceedings of the 24th Annual Conference on Computer Graphics and Interactive Techniques},
series = {SIGGRAPH '97},
year = {1997},
isbn = {0-89791-896-7},
pages = {49--56},
numpages = {8},
url = {http://dx.doi.org/10.1145/258734.258769},
doi = {10.1145/258734.258769},
acmid = {258769},
publisher = {ACM Press/Addison-Wesley Publishing Co.},
address = {New York, NY, USA},
keywords = {Monte Carlo integration, accumulation buffer, hardware, jittered low discrepany sampling, photorealism, quasi-Monte Carlo integration, quasi-random walk, radiance equation, radiosity, realtime rendering algorithms, shading},
}
@article{Dachsbacher:2014:ManyLightsSTAR,
title = {Scalable Realistic Rendering with Many-Light Methods},
author = {Dachsbacher, Carsten and K\v{r}iv\'{a}nek, Jaroslav and Ha\v{s}an, Milo\v{s}
and Arbree, Adam and Walter, Bruce and Nov\'{a}k, Jan},
journal = {Computer Graphics Forum},
volume = {33},
number = {1},
pages = {88--104},
year = {2014},
issn = {1467-8659},
}
@inproceedings{Krivanek:2012:ORR-SIGGRAPH2012Course,
author = {K{\v{r}}iv{\'a}nek, Jaroslav and Ha{\v{s}}an, Milo{\v{s}} and Arbree, Adam and Dachsbacher, Carsten and Keller, Alexander and Walter, Bruce},
title = {Optimizing realistic rendering with many-light methods},
booktitle = {ACM SIGGRAPH 2012 Courses},
series = {SIGGRAPH '12},
year = {2012},
isbn = {978-1-4503-1678-1},
location = {Los Angeles, California},
pages = {7:1--7:217},
articleno = {7},
numpages = {217},
url = {http://doi.acm.org/10.1145/2343483.2343490},
doi = {10.1145/2343483.2343490},
acmid = {2343490},
publisher = {ACM},
address = {New York, NY, USA},
}
@inproceedings{Olsson:2014:VSM,
author = {Olsson, Ola and Sintorn, Erik and K\"{a}mpe, Viktor and Billeter, Markus and Assarsson, Ulf},
title = {Efficient Virtual Shadow Maps for Many Lights},
booktitle = {Proceedings of the 18th Meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games},
series = {I3D '14},
year = {2014},
isbn = {978-1-4503-2717-6},
location = {San Francisco, California},
pages = {87--96},
numpages = {10},
url = {http://doi.acm.org/10.1145/2556700.2556701},
doi = {10.1145/2556700.2556701},
acmid = {2556701},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {cube map, real-time, shadows, virtual},
}
@inproceedings{Dachsbacher:2005:RSM,
author = {Dachsbacher, Carsten and Stamminger, Marc},
title = {Reflective Shadow Maps},
booktitle = {Proceedings of the 2005 Symposium on Interactive 3D Graphics and Games},
series = {I3D '05},
year = {2005},
isbn = {1-59593-013-2},
location = {Washington, District of Columbia},
pages = {203--231},
numpages = {29},
url = {http://doi.acm.org/10.1145/1053427.1053460},
doi = {10.1145/1053427.1053460},
acmid = {1053460},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {hardware-assisted rendering, indirect illumination},
}
@article{Laurent:2016:ForwardLightCuts,
author = {Gilles Laurent and Cyril Delalandre and Gregoire de La Riviere and Tamy Boubekeur},
title = {Forward Light Cuts: A Scalable Approach to Real-Time Global Illumination},
journal = {Compurer Graphics Forum (Proc. EGSR 2016)},
year = {2016},
volume = {35},
number = {4},
pages = {79--88}
}
@article{georgiev2010simple,
title={Simple and robust iterative importance sampling of virtual point lights},
author={Georgiev, Iliyan and Slusallek, Philipp},
journal={Proceedings of Eurographics (short papers)},
volume={4},
year={2010}
}
@article {ritschel2011ismsViewAdaptive,
author = {Ritschel, Tobias and Eisemann, Elmar and Ha, Inwoo and Kim, James D. K. and Seidel, Hans-Peter},
title = {Making Imperfect Shadow Maps View-Adaptive: High-Quality Global Illumination in Large Dynamic Scenes},
journal = {Computer Graphics Forum},
volume = {30},
number = {8},
publisher = {Blackwell Publishing Ltd},
issn = {1467-8659},
url = {http://dx.doi.org/10.1111/j.1467-8659.2011.01998.x},
doi = {10.1111/j.1467-8659.2011.01998.x},
pages = {2258--2269},
keywords = {global illumination, instant radiosity, I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—I.3.3 [Computer Graphics]: Color, Shading, Shadowing and Texture},
year = {2011},
}
@inproceedings{laine2007incremental,
author = {Laine, Samuli and Saransaari, Hannu and Kontkanen, Janne and Lehtinen, Jaakko and Aila, Timo},
title = {Incremental Instant Radiosity for Real-time Indirect Illumination},
booktitle = {Proceedings of the 18th Eurographics Conference on Rendering Techniques},
series = {EGSR'07},
year = {2007},
isbn = {978-3-905673-52-4},
location = {Grenoble, France},
pages = {277--286},
numpages = {10},
url = {http://dx.doi.org/10.2312/EGWR/EGSR07/277-286},
doi = {10.2312/EGWR/EGSR07/277-286},
acmid = {2383883},
publisher = {Eurographics Association},
address = {Aire-la-Ville, Switzerland, Switzerland},
}
@inproceedings{wiesenhutter2013lightcluster,
title={LightCluster: clustering lights to accelerate shadow computation},
author={Wiesenh{\"u}tter, Daniel and Klein, Andreas and Nischwitz, Alfred},
booktitle={ACM SIGGRAPH 2013 Posters},
year={2013},
}
@inproceedings{dong2009real,
title={Real-time Indirect Illumination with Clustered Visibility.},
author={Dong, Zhao and Grosch, Thorsten and Ritschel, Tobias and Kautz, Jan and Seidel, Hans-Peter},
booktitle={VMV},
pages={187--196},
year={2009}
}
@inproceedings{prutkin2012reflective,
title={Reflective Shadow Map Clustering for Real-Time Global Illumination.},
author={Prutkin, Roman and Kaplanyan, Anton and Dachsbacher, Carsten},
booktitle={Eurographics (Short Papers)},
pages={9--12},
year={2012}
}
@inproceedings{barak2013temporally,
title={Temporally coherent adaptive sampling for imperfect shadow maps},
author={Bar{\'a}k, Tom{\'a} and Bittner, Jir{\'\i} and Havran, Vlastimil},
booktitle={Computer Graphics Forum},
volume={32},
number={4},
pages={87--96},
year={2013},
organization={Wiley Online Library}
}
@inproceedings{hedman2016sequential,
author = {Hedman, Peter and Karras, Tero and Lehtinen, Jaakko},
title = {Sequential Monte Carlo Instant Radiosity},
booktitle = {Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games},
series = {I3D '16},
year = {2016},
isbn = {978-1-4503-4043-4},
location = {Redmond, Washington},
pages = {121--128},
url = {http://doi.acm.org/10.1145/2856400.2856406},
numpages = {8},
doi = {10.1145/2856400.2856406},
acmid = {2856406},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {global illumination, instant radiosity},
}
@mastersthesis{knecht2009real,
title = "Real-Time Global Illumination Using Temporal Coherence",
author = "Martin Knecht",
year = "2009",
month = jul,
address = "Favoritenstrasse 9-11/186, A-1040 Vienna, Austria",
school = "Institute of Computer Graphics and Algorithms, Vienna
University of Technology",
keywords = "Real Time Rendering, Global Illumination, Instant Radiosity,
Temporal Coherence",
URL = "https://www.cg.tuwien.ac.at/research/publications/2009/knecht-2009-MKN/",
}
@article{ritschel2008ism,
title={Imperfect shadow maps for efficient computation of indirect illumination},
author={Ritschel, Tobias and Grosch, Thorsten and Kim, Min H and Seidel, H-P and Dachsbacher, Carsten and Kautz, Jan},
journal={ACM Transactions on Graphics (TOG)},
volume={27},
number={5},
pages={129},
year={2008},
publisher={ACM}
}
@unpublished{evans2015dreams,
title= {Learning from Failure: a Survey of Promising, Unconventional and Mostly Abandoned Renderers for ``Dreams PS4'', a Geometrically Dense, Painterly UGC Game},
author = {Alex Evans},
year = {2015},
note= {SIGGRAPH 2015},
URL= {http://advances.realtimerendering.com/s2015/},
}
@inproceedings{hollander2011manylods,
title={ManyLoDs: Parallel Many-View Level-of-Detail Selection for Real-Time Global Illumination},
author={Hollander, Matthias and Ritschel, Tobias and Eisemann, Elmar and Boubekeur, Tamy},
booktitle={Computer Graphics Forum},
volume={30},
number={4},
pages={1233--1240},
year={2011},
organization={Wiley Online Library}
}
@inproceedings{sugihara2014layered,
title={Layered Reflective Shadow Maps for Voxel-based Indirect Illumination.},
author={Sugihara, Masamichi and Rauwendaal, Randall and Salvi, Marco},
booktitle={High Performance Graphics},
pages={117--125},
year={2014}
}
@Inbook{sun2015manylightsSVO,
author="Sun, Che
and Agu, Emmanuel",
editor="Bebis, George
and Boyle, Richard
and Parvin, Bahram
and Koracin, Darko
and Pavlidis, Ioannis
and Feris, Rogerio
and McGraw, Tim
and Elendt, Mark
and Kopper, Regis
and Ragan, Eric
and Ye, Zhao
and Weber, Gunther",
chapter="Many-Lights Real Time Global Illumination Using Sparse Voxel Octree",
title="Advances in Visual Computing: 11th International Symposium, ISVC 2015, Las Vegas, NV, USA, December 14-16, 2015, Proceedings, Part II",
year="2015",
publisher="Springer International Publishing",
address="Cham",
pages="150--159",
isbn="978-3-319-27863-6",
doi="10.1007/978-3-319-27863-6_14",
url="http://dx.doi.org/10.1007/978-3-319-27863-6_14"
}
@inproceedings{noel2014giTopological,
title={Real-Time Global Illumination for Games using Topological Information},
author={No{\"e}l, Laurent and Biri, Venceslas},
booktitle={International Conference on Computer Games, Multimedia \& Allied Technology (CGAT). Proceedings},
pages={65},
year={2014},
organization={Global Science and Technology Forum}
}
@inproceedings{segovia2006bidirectional,
title={Bidirectional Instant Radiosity.},
author={Segovia, Benjamin and Iehl, Jean Claude and Mitanchey, Richard and P{\'e}roche, Bernard},
booktitle={Rendering Techniques},
pages={389--397},
year={2006}
}
@inproceedings{dachsbacher2006splatting,
author = {Dachsbacher, Carsten and Stamminger, Marc},
title = {Splatting Indirect Illumination},
booktitle = {Proceedings of the 2006 Symposium on Interactive 3D Graphics and Games},
series = {I3D '06},
year = {2006},
isbn = {1-59593-295-X},
pages = {93--100},
numpages = {8},
url = {http://doi.acm.org/10.1145/1111411.1111428},
doi = {10.1145/1111411.1111428},
acmid = {1111428},
publisher = {ACM},
keywords = {global illumination, hardware-assisted rendering, real-time rendering, shadow maps},
}
@inproceedings{Nichols:2009:splatting,
author = {Nichols, Greg and Wyman, Chris},
title = {Multiresolution Splatting for Indirect Illumination},
booktitle = {Proceedings of the 2009 Symposium on Interactive 3D Graphics and Games},
series = {I3D '09},
year = {2009},
isbn = {978-1-60558-429-4},
location = {Boston, Massachusetts},
pages = {83--90},
numpages = {8},
url = {http://doi.acm.org/10.1145/1507149.1507162},
doi = {10.1145/1507149.1507162},
acmid = {1507162},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {global illumination, hardware-assisted rendering, interactive rendering},
}
@inproceedings{nichols2009hierarchical,
title={Hierarchical Image-Space Radiosity for Interactive Global Illumination},
author={Nichols, Greg and Shopf, Jeremy and Wyman, Chris},
booktitle={Computer Graphics Forum},
volume={28},
number={4},
pages={1141--1149},
year={2009},
organization={Wiley Online Library}
}
@inproceedings{segovia2006non,
title={Non-interleaved deferred shading of interleaved sample patterns},
author={Segovia, Benjamin and Iehl, Jean Claude and Mitanchey, Richard and P{\'e}roche, Bernard},
booktitle={SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware: Proceedings of the 21 st ACM SIGGRAPH/Eurographics symposium on Graphics hardware: Vienna, Austria},
volume={3},
number={04},
pages={53--60},
year={2006}
}
@article {tokuyoshi2015vsgl,
author = {Tokuyoshi, Yusuke},
title = {Virtual Spherical Gaussian Lights for Real-time Glossy Indirect Illumination},
journal = {Computer Graphics Forum},
volume = {34},
number = {7},
issn = {1467-8659},
url = {http://dx.doi.org/10.1111/cgf.12748},
doi = {10.1111/cgf.12748},
pages = {89--98},
keywords = {Categories and Subject Descriptors (according to ACM CCS), I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Color, shading, shadowing, and texture},
year = {2015},
}
@inproceedings{novak2011screen,
title={Screen-space bias compensation for interactive high-quality global illumination with virtual point lights},
author={Nov{\'a}k, Jan and Engelhardt, Thomas and Dachsbacher, Carsten},
booktitle={Symposium on Interactive 3D Graphics and Games},
pages={119--124},
year={2011},
organization={ACM}
}
@inproceedings{olsson2012clustered,
author = {Olsson, Ola and Billeter, Markus and Assarsson, Ulf},
title = {Clustered Deferred and Forward Shading},
booktitle = {Proceedings of the Fourth ACM SIGGRAPH / Eurographics Conference on High-Performance Graphics},
series = {EGGH-HPG'12},
year = {2012},
isbn = {978-3-905674-41-5},
location = {Paris, France},
pages = {87--96},
numpages = {10},
url = {http://dx.doi.org/10.2312/EGGH/HPG12/087-096},
doi = {10.2312/EGGH/HPG12/087-096},
acmid = {2383809},
publisher = {Eurographics Association},
address = {Aire-la-Ville, Switzerland, Switzerland},
}
@Inbook{Keller:2001:InterleavedSampling,
author="Keller, Alexander
and Heidrich, Wolfgang",
editor="Gortler, Steven J.
and Myszkowski, Karol",
title="Interleaved Sampling",
bookTitle="Rendering Techniques 2001: Proceedings of the Eurographics Workshop in London, United Kingdom, June 25--27, 2001",
year="2001",
publisher="Springer Vienna",
address="Vienna",
pages="269--276",
isbn="978-3-7091-6242-2",
doi="10.1007/978-3-7091-6242-2_25",
url="http://dx.doi.org/10.1007/978-3-7091-6242-2_25"
}
@article{Yu:2009:Perception,
author = {Yu, Insu and Cox, Andrew and Kim, Min H. and Ritschel, Tobias and Grosch, Thorsten and Dachsbacher, Carsten and Kautz, Jan},
title = {Perceptual Influence of Approximate Visibility in Indirect Illumination},
journal = {ACM Transactions on Applied Perception (TAP)},
issue_date = {September 2009},
volume = {6},
number = {4},
month = oct,
year = {2009},
issn = {1544-3558},
pages = {24:1--24:14},
articleno = {24},
numpages = {14},
url = {http://doi.acm.org/10.1145/1609967.1609971},
doi = {10.1145/1609967.1609971},
acmid = {1609971},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {Global illumination, perception, visibility},
}
@InProceedings{Marroquim:2007:reconstruction,
author = "Ricardo Marroquim and Martin Kraus and Paulo Roma Cavalcanti",
title = "Efficient Point-Based Rendering Using Image Reconstruction",
booktitle = "Proceedings Symposium on Point-Based Graphics",
pages = "101--108",
year = "2007"
}
@article{Marroquim:2008:reconstruction2,
author = {Marroquim, Ricardo and Kraus, Martin and Cavalcanti, Paulo Roma},
title = {Special Section: Point-Based Graphics: Efficient Image Reconstruction for Point-based and Line-based Rendering},
journal = {Comput. Graph.},
issue_date = {April, 2008},
volume = {32},
number = {2},
month = apr,
year = {2008},
issn = {0097-8493},
pages = {189--203},
numpages = {15},
url = {http://dx.doi.org/10.1016/j.cag.2008.01.011},
doi = {10.1016/j.cag.2008.01.011},
acmid = {1363580},
publisher = {Pergamon Press, Inc.},
address = {Elmsford, NY, USA},
keywords = {Line-based rendering, Point-based graphics, Point-based rendering, Pyramid algorithm},
}
% point-based
@incollection{Bunnell:2005:AO,
author = {Michael Bunnell},
title = {Dynamic Ambient Occlusion and Indirect Lighting},
booktitle = {GPU Gems 2},
editor = {Matt Pharr},
publisher = {Addison-Wesley},
year = {2005},
pages = {223--233}
}
@article{christensen2008point,
title={Point-based approximate color bleeding},
author={Christensen, P},
journal={Pixar Technical Notes},
volume={2},
number={5},
pages={6},
year={2008},
publisher={Citeseer},
url={http://graphics.pixar.com/library/PointBasedColorBleeding/paper.pdf}
}
@inproceedings{Harada:2014:microbuffer,
author = {Harada, Takahiro},
title = {Micro-buffer Rasterization Reduction Method for Environment Lighting Using Point-based Rendering},
booktitle = {Proceedings of Graphics Interface 2014},
series = {GI '14},
year = {2014},
isbn = {978-1-4822-6003-8},
location = {Montreal, Quebec, Canada},
pages = {95--102},
numpages = {8},
url = {http://dl.acm.org/citation.cfm?id=2619648.2619664},
acmid = {2619664},
publisher = {Canadian Information Processing Society},
address = {Toronto, Ont., Canada, Canada},
}
@article{Ritschel:2009:microrendering,
author = {Ritschel, Tobias and Engelhardt, Thomas and Grosch, Thorsten and Seidel, Hans-Peter and Kautz, Jan and Dachsbacher, Carsten},
title = {Micro-rendering for Scalable, Parallel Final Gathering},
journal = {ACM Trans. Graph.},
issue_date = {December 2009},
volume = {28},
number = {5},
month = dec,
year = {2009},
issn = {0730-0301},
pages = {132:1--132:8},
articleno = {132},
numpages = {8},
url = {http://doi.acm.org/10.1145/1618452.1618478},
doi = {10.1145/1618452.1618478},
acmid = {1618478},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {GPU, final gathering, global illumination, real-time rendering},
}
@inbook{Crassin:2012:OctreeVCT,
title = {Octree-Based Sparse Voxelization Using The GPU Hardware Rasterizer},
author = {Crassin, Cyril and Green, Simon},
note = "URL: \url{http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-SparseVoxelization.pdf} (Chapter PDF),
\url{http://blog.icare3d.org/2012/05/gtc-2012-talk-octree-based-sparse.html} (GTC 2012 Talk)",
date = {2012-07-01},
booktitle = {OpenGL Insights},
publisher = {CRC Press, Patrick Cozzi and Christophe Riccio},
keywords = {Voxel, voxelization, gpu}
}
@misc{Panteleev:2015:VXGI,
author = {Alexey Panteleev},
title = {NVIDIA VXGI: Dynamic Global Illumination for Games},
howpublished = {Presentation at GPU Technology Conference 2015},
year = {2015},
url = {http://on-demand.gputechconf.com/gtc/2015/presentation/S5670-Alexey-Panteleev.pdf}
}
% tomorrow children and spherical harmonics missing
% ray tracing
@inproceedings{Thiedemann:2011:VGI,
author = {Thiedemann, Sinje and Henrich, Niklas and Grosch, Thorsten and M\"{u}ller, Stefan},
title = {Voxel-based Global Illumination},
booktitle = {Symposium on Interactive 3D Graphics and Games},
series = {I3D '11},
year = {2011},
isbn = {978-1-4503-0565-5},
location = {San Francisco, California},
pages = {103--110},
numpages = {8},
url = {http://doi.acm.org/10.1145/1944745.1944763},
doi = {10.1145/1944745.1944763},
acmid = {1944763},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {constant time, global illumination, scene voxelization},
}
@article{Chang:2015:ray,
title={Ray tracing-based interactive diffuse indirect illumination},
author={Chang, Byungjoon and Park, Sanghun and Ihm, Insung},
journal={Multimedia Tools and Applications},
year={2015},
publisher={Springer}
}
@article {Chen:2016:Compactvoxels,
author = {Chen, Y.-Y. and Chen, Y.-J. and Chien, S.-Y.},
title = {Quantizing Intersections Using Compact Voxels},
journal = {Computer Graphics Forum},
issn = {1467-8659},
url = {http://dx.doi.org/10.1111/cgf.12855},
doi = {10.1111/cgf.12855},
keywords = {interactive global illumination, GPU voxelization, voxel ray tracing, I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Raytracing},
year = {2016},
}
@inproceedings{Tokuyoshi:2012:pathtracingrasterization,
author = {Tokuyoshi, Yusuke and Ogaki, Shinji},
title = {Real-time Bidirectional Path Tracing via Rasterization},
booktitle = {Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games},
series = {I3D '12},
year = {2012},
isbn = {978-1-4503-1194-6},
location = {Costa Mesa, California},
pages = {183--190},
numpages = {8},
url = {http://doi.acm.org/10.1145/2159616.2159647},
doi = {10.1145/2159616.2159647},
acmid = {2159647},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {global ray-bundles, instant radiosity, interactive global illumination},
}
% screen space
@techreport{Mara:2014:DeepGBuffers,
author = {Michael Mara and Morgan McGuire and Derek Nowrouzezahrai and David Luebke},
title = {Fast Global Illumination Approximations on Deep G-Buffers},
month = {June},
day = {16},
year = {2014},
pages = {16},
institution = {NVIDIA Corporation},
number = {NVR-2014-001},
}
@inproceedings{Mara:2016:DeepGBuffers2,
author = {Mara, Michael and McGuire, Morgan and Nowrouzezahrai, Derek and Luebke, David},
title = {Deep G-buffers for Stable Global Illumination Approximation},
booktitle = {Proceedings of High Performance Graphics},
series = {HPG '16},
year = {2016},
isbn = {978-3-03868-008-6},
location = {Dublin, Ireland},
pages = {87--98},
numpages = {12},
url = {http://dx.doi.org/10.2312/hpg.20161195},
doi = {10.2312/hpg.20161195},
acmid = {2977348},
publisher = {Eurographics Association},
address = {Aire-la-Ville, Switzerland, Switzerland},
}
% radiance caching
@article{Krivanek:2005:RadianceCaching,
title={Radiance caching for efficient global illumination computation},
author={Krivanek, Jaroslav and Gautron, Pascal and Pattanaik, Sumanta and Bouatouch, Kadi},
journal={IEEE Transactions on Visualization and Computer Graphics},
volume={11},
number={5},
pages={550--561},
year={2005},
publisher={IEEE}
}
@inproceedings{Scherzer:2012:PreconvolvedRadianceCaching,
title={Pre-convolved Radiance Caching},
author={Scherzer, Daniel and Nguyen, Chuong H and Ritschel, Tobias and Seidel, Hans-Peter},
booktitle={Computer Graphics Forum},
volume={31},
number={4},
pages={1391--1397},
year={2012},
organization={Wiley Online Library}
}
@inproceedings{Rehfeld:2014:ClusteredPreconvolvedRadianceCaching,
author = {Rehfeld, Hauke and Zirr, Tobias and Dachsbacher, Carsten},
title = {Clustered Pre-convolved Radiance Caching},
booktitle = {Proceedings of the 14th Eurographics Symposium on Parallel Graphics and Visualization},
series = {PGV '14},
year = {2014},
isbn = {978-3-905674-59-0},
location = {Swansea, Wales, United Kingdom},
pages = {25--32},
numpages = {8},
url = {http://dx.doi.org/10.2312/pgv.20141081},
doi = {10.2312/pgv.20141081},
acmid = {2855574},
publisher = {Eurographics Association},
address = {Aire-la-Ville, Switzerland, Switzerland},
}
% Light Propagation Volumes
@article{Kaplanyan:2010:LPV,
title={Light propagation volumes in cryengine 3},
author={Kaplanyan, Anton},
journal={ACM SIGGRAPH Courses},
volume={7},
pages={2},
year={2009},
url={http://www.crytek.com/download/Light_Propagation_Volumes.pdf}
}
@inproceedings{Kaplanyan:2010:LPV2,
author = {Kaplanyan, Anton and Dachsbacher, Carsten},
title = {Cascaded Light Propagation Volumes for Real-time Indirect Illumination},
booktitle = {Proceedings of the 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games},
series = {I3D '10},
year = {2010},
isbn = {978-1-60558-939-8},
location = {Washington, D.C.},
pages = {99--107},
numpages = {9},
url = {http://doi.acm.org/10.1145/1730804.1730821},
doi = {10.1145/1730804.1730821},
acmid = {1730821},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {global illumination, real-time rendering},
}
@article{Ward:1988:IrradianceCaching,
author = {Ward, Gregory J. and Rubinstein, Francis M. and Clear, Robert D.},
title = {A Ray Tracing Solution for Diffuse Interreflection},
journal = {SIGGRAPH Comput. Graph.},
issue_date = {Aug. 1988},
volume = {22},
number = {4},
month = jun,
year = {1988},
issn = {0097-8930},
pages = {85--92},
numpages = {8},
url = {http://doi.acm.org/10.1145/378456.378490},
doi = {10.1145/378456.378490},
acmid = {378490},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {Monte Carlo technique, caching, diffuse, illuminance, interreflection, luminance, radiosity, ray tracing, rendering, specular},
}
@inproceedings{Jensen:1996:PhotonMapping,
author = {Jensen, Henrik Wann},
title = {Global Illumination Using Photon Maps},
booktitle = {Proceedings of the Eurographics Workshop on Rendering Techniques '96},
year = {1996},
isbn = {3-211-82883-4},
location = {Porto, Portugal},
pages = {21--30},
numpages = {10},
url = {http://dl.acm.org/citation.cfm?id=275458.275461},
acmid = {275461},
publisher = {Springer-Verlag},
address = {London, UK, UK},
keywords = {Monte Carlo, global illumination, photon maps, ray tracing},
}
@misc{jimenez:2016:AO,
author = {Jorge Jiménez},
title = {Practical Real-Time Strategies for Accurate Indirect Occlusion },
howpublished = {Presentation at SIGGRAPH 2016},
year = {2016},
url = {http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf}
}
@online{McGuire2011Data,
title = {Computer Graphics Archive},
author = {Morgan McGuire},
year = {2011},
month = {August},
url = {http://graphics.cs.williams.edu/data}
}
@misc{persson::2013::practical,
title = {Practical Clustered Deferred and Forward Shading},
author = {Emil Persson and Ola Olsson},
year = {2013},
howpublished = {SIGGRAPH Course: Advances in Real-Time Rendering in Games},
url = {http://s2013.siggraph.org/attendees/courses/session/advances-real-time-rendering-games-part-i},
abstract = {Efficient and flexible lighting remains a challenge in modern game engines. Clustered Shading [Olsson et. al. 2012] is a new lighting technique that offers compelling advantages over previous methods such as Tiled Deferred and Forward+. It scales better with complex scenes, while also offering more flexibility and fewer hassles. It is a unified lighting solution that works well with transparency, MSAA, and custom material and lighting models, without requiring extra passes or even necessarily a pre-z pass.
This session introduces the latest academic research on this technique, then reviews the adapted version of the technique that is currently in production at Avalanche Studios and the key differences between the implementations and their implications.},
}
@article{Ritschel:2012:GISTAR,
author = {Ritschel, Tobias and Dachsbacher, Carsten and Grosch, Thorsten and Kautz, Jan},
title = {The State of the Art in Interactive Global Illumination},
journal = {Comput. Graph. Forum},
issue_date = {February 2012},
volume = {31},
number = {1},
month = feb,
year = {2012},
issn = {0167-7055},
pages = {160--188},
numpages = {29},
url = {http://dx.doi.org/10.1111/j.1467-8659.2012.02093.x},
doi = {10.1111/j.1467-8659.2012.02093.x},
acmid = {2283310},
publisher = {Elsevier North-Holland, Inc.},
address = {Amsterdam, The Netherlands, The Netherlands},
keywords = {Colour, shading, shadowing, and texture/Radiosity/Raytracing, I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism:, global illumination, image synthesis, interactive rendering, photon mapping, radiosity, ray tracing, real-time rendering, volume rendering},
}
@misc{reed:2012:mediumAO,
author = {Nathan Reed},
title = {Ambient Occlusion Fields and Decals in Infamous 2},
howpublished = {Presentation at GDC 2012},
year = {2012},
url = {http://www.gdcvault.com/play/1015320/Ambient-Occlusion-Fields-and-Decals}
}
@article{sloan:2002:PRT,
author = {Sloan, Peter-Pike and Kautz, Jan and Snyder, John},
title = {Precomputed Radiance Transfer for Real-time Rendering in Dynamic, Low-frequency Lighting Environments},
journal = {ACM Trans. Graph.},
issue_date = {July 2002},
volume = {21},
number = {3},
month = jul,
year = {2002},
issn = {0730-0301},
pages = {527--536},
numpages = {10},
url = {http://doi.acm.org/10.1145/566654.566612},
doi = {10.1145/566654.566612},
acmid = {566612},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {Monte Carlo techniques, graphics hardware, illumination, rendering, shadow algorithms},
}
@misc{stefanov:2012:PRTinFarCry3,
author = {Nikolay Stefanov},
title = {Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3},
howpublished = {Presentation at GDC 2012},
year = {2012},
url = {http://www.gdcvault.com/play/1015326/Deferred-Radiance-Transfer-Volumes-Global}
}
@inproceedings{Ritschel:2009:SSDO,
author = {Ritschel, Tobias and Grosch, Thorsten and Seidel, Hans-Peter},
title = {Approximating Dynamic Global Illumination in Image Space},
booktitle = {Proceedings of the 2009 Symposium on Interactive 3D Graphics and Games},
series = {I3D '09},
year = {2009},
isbn = {978-1-60558-429-4},
location = {Boston, Massachusetts},
pages = {75--82},
numpages = {8},
url = {http://doi.acm.org/10.1145/1507149.1507161},
doi = {10.1145/1507149.1507161},
acmid = {1507161},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {constant time, global illumination, radiosity},
}
@article{Tokuyoshi:2016:Stochastic,
author = {Yusuke Tokuyoshi and Takahiro Harada},
title = {Stochastic Light Culling},
year = 2016,
month = {March},
day = 29,
journal = {Journal of Computer Graphics Techniques (JCGT)},
volume = 5,
number = 1,
pages = {35--60},
url = {http://jcgt.org/published/0005/01/02/},
issn = {2331-7418}
}
@article{Olsson:2011:TiledShading,
author = {Olsson, Ola and Assarsson, Ulf},
title = {Tiled Shading},
journal = {Journal of Graphics, GPU, and Game Tools},
volume = {15},
number = {4},
pages = {235-251},
year = {2011},
doi = {10.1080/2151237X.2011.621761},
URL = {http://www.tandfonline.com/doi/abs/10.1080/2151237X.2011.621761},
abstract = { Abstract In this article we describe and investigate tiled shading. The tiled techniques, though simple, enable substantial improvements to both deferred and forward shading. Tiled Shading has been previously discussed only in terms of deferred shading (tiled deferred shading). We contribute a more detailed description of the technique, introduce tiled forward shading (a generalization of tiled deferred shading to also apply to forward shading), and a thorough performance evaluation. Tiled Forward Shading has many of the advantages of deferred shading, for example, scene management and light management are decoupled. At the same time, unlike traditional deferred and tiled deferred shading, full screen antialiasing and transparency are trivially supported. We also present a thorough comparison of the performance of tiled deferred, tiled forward, and traditional deferred shading. Our evaluation shows that tiled deferred shading has the least variable worst-case performance, and scales the best with faster GPUs. Tiled deferred shading is especially suitable when there are many light sources. Tiled forward shading is shown to be competitive for scenes with fewer lights, and is much simpler than traditional forward shading techniques. Tiled shading also enables simple transitioning between deferred and forward shading. We demonstrate how this can be used to handle transparent geometry, frequently a problem when using deferred shading. Demo source code is available online at the address provided at the end of this paper. }
}
@inproceedings{Mittring:2007:Cryengine2,
author = {Mittring, Martin},
title = {Finding Next Gen: CryEngine 2},
booktitle = {ACM SIGGRAPH 2007 Courses},
series = {SIGGRAPH '07},
year = {2007},
isbn = {978-1-4503-1823-5},
location = {San Diego, California},
pages = {97--121},
numpages = {25},
url = {http://doi.acm.org/10.1145/1281500.1281671},
doi = {10.1145/1281500.1281671},
acmid = {1281671},
publisher = {ACM},
address = {New York, NY, USA},
}
@article{Kajiya:1986:RenderingEquation,
author = {Kajiya, James T.},
title = {The Rendering Equation},
journal = {SIGGRAPH Comput. Graph.},
issue_date = {Aug. 1986},
volume = {20},
number = {4},
month = aug,
year = {1986},
issn = {0097-8930},
pages = {143--150},
numpages = {8},
url = {http://doi.acm.org/10.1145/15886.15902},
doi = {10.1145/15886.15902},
acmid = {15902},
publisher = {ACM},
address = {New York, NY, USA},
}
@inproceedings {Strengert:2006:Pyramid,
author = {Strengert, Magnus and Kraus, Martin and Ertl, Thomas},
title = {Pyramid Methods in GPU-Based Image Processing},
year = {2006},
booktitle = {Workshop on Vision, Modelling, and Visualization VMV '06},
pages = {169--176}
}
@inproceedings{Laine:2011:SoftwareRasterization,
author = {Laine, Samuli and Karras, Tero},
title = {High-performance Software Rasterization on GPUs},
booktitle = {Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics},
series = {HPG '11},
year = {2011},
isbn = {978-1-4503-0896-0},
location = {Vancouver, British Columbia, Canada},
pages = {79--88},
numpages = {10},
url = {http://doi.acm.org/10.1145/2018323.2018337},
doi = {10.1145/2018323.2018337},
acmid = {2018337},
publisher = {ACM},
address = {New York, NY, USA},
}
@misc{Harris:2007:ParallelReduction,
title={Optimizing parallel reduction in CUDA},
author={Harris, Mark},
howpublished={NVIDIA Developer Technology},
volume={2},
number={4},
year={2007},
publisher={NVIDIA Corp. California},
url={http://developer.download.nvidia.com/compute/cuda/1.1-Beta/x86_website/projects/reduction/doc/reduction.pdf}
}
@article{Cigolle:2014:NormalPacking,
author = {Zina H. Cigolle and Sam Donow and Daniel Evangelakos and Michael Mara and Morgan McGuire and Quirin Meyer},
title = {A Survey of Efficient Representations for Independent Unit Vectors},
year = {2014},
month = {April},
day = {17},
journal = {Journal of Computer Graphics Techniques (JCGT)},
volume = {3},
number = {2},
pages = {1--30},
url = {http://jcgt.org/published/0003/02/01/},
issn = {2331-7418}
}
@book{Abrash:1997:BlackBook,
author = {Abrash, Michael},
title = {Michael Abrash's Graphics Programming Black Book, with CD: The Complete Works of Graphics Master, Michael Abrash},
year = {1997},
isbn = {1576101746},
edition = {10th},
publisher = {Coriolis Group Books},
address = {Scottsdale, AZ, USA},
}
@inproceedings{Donnelly:2006:VSM,
author = {Donnelly, William and Lauritzen, Andrew},
title = {Variance Shadow Maps},
booktitle = {Proceedings of the 2006 Symposium on Interactive 3D Graphics and Games},
series = {I3D '06},
year = {2006},
isbn = {1-59593-295-X},
location = {Redwood City, California},
pages = {161--165},
numpages = {5},
url = {http://doi.acm.org/10.1145/1111411.1111440},
doi = {10.1145/1111411.1111440},
acmid = {1111440},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {graphics hardware, real-time rendering, shader programming, shadow maps},
}
@inproceedings{Olsson:2015:manylightmanagement,
author = {Olsson, Ola and Persson, Emil and Billeter, Markus},
title = {Real-time Many-light Management and Shadows with Clustered Shading},
booktitle = {ACM SIGGRAPH 2015 Courses},
series = {SIGGRAPH '15},
year = {2015},
isbn = {978-1-4503-3634-5},
location = {Los Angeles, California},
pages = {12:1--12:398},
articleno = {12},
numpages = {398},
url = {http://doi.acm.org/10.1145/2776880.2792712},
doi = {10.1145/2776880.2792712},
acmid = {2792712},
publisher = {ACM},
address = {New York, NY, USA},
}
@article {Faure:2010:Metalights,
author = {Faure, William and Chang, Chun-Fa},
title = {Metalights: Improved Interleaved Shading},
journal = {Computer Graphics Forum},
volume = {29},
number = {7},
publisher = {Blackwell Publishing Ltd},
issn = {1467-8659},