本书参考引用的部分论文,文献

[1] Appel A. Some techniques for shading machine renderings of solids. AFIPS Conference Proc, 1968.
[2] John Amanatides. Ray tracing with cones. 1984.
[3] James Arvo. Backward ray tracing. SIGGRAPH ’86 Course Notes, 1986.
[4] Jon Louis Bentley. Multidimensional binary searchtrees used for associative searching. 1975.
[5] Larry Bergman, Henry Fuchs, Eric Grant, and Susan Spach. Im- age rendering by adaptive refinement. SIGGRAPH ’86, 20(3), August 1986.
[6] James F. Blinn. Simulation of wrinkled surfaces. 1978.
[7] Michael Bunnell. Adaptive tessellation of subdivision surfaces with displacement mapping. GPU Gems 2, 2005.
[8] Michael Bunnell. Dynamic ambient occlusion and indirect light-ing. GPU Gems 2, 2005.
[9] Brent Burley. Physically based shading at disney. 2012.
[10] Brent Burley and Dylan Lacewell. Ptex: Per-face texture map- ping for production rendering. Eurographics Symposium on Ren- dering 2008, 27(4), 2008.
[11] Chandrasekhar. Radiative transfer. 1950.
[12] Shenchang Eric Chen. Incremental radiosity: An extension of progressive radiosity to an interactive image synthesis system. SIGGRAPH ’90, 24(4), August 1990.
[13] Per Christensen. Path tracing in renderman. 2015.
[14] Petrik Clarberg, Wojciech Jarosz, Tomas Akenine-Mo Ì ́Lller, and Henrik Wann Jensen. Wavelet importance sampling: Efficiently evaluating products of complex functions. 2005.
[15] Hichael F. Cohen and Donald P. Greenberg. The hemi-cube: a radiosity solution for complex environments. SIGGRAPH ’85, 19(3), July 1985.
[16] Jonathan Cohen, Amitabh Varshney, Dinesh Manocha, Greg Turk, Hans Weber, Pankaj Agarwal, Frederick Brooks, and William Wright. Simplification envelopes. Computer Graphics (SIGGRAPH ’96 Proceedings), 1996.
[17] Michael F. Cohen, Shenchang Eric Chen, John R. Wallace, and Donald P. Greenberg. A progressive refinement approach to fast radiosity image generation. SIGGRAPH ’88, 22(4), August 1988.
[18] Robert L. Cook. Shade trees. 1984.
[19] RobertL.Cook.Stochasticsamplingincomputergraphics.ACM Transactions on Graphics, 5(1), January 1986.
[20] Robert L. Cook, Thomas Porter, and Loren Carpenter. Dis-tributed ray tracing. 1984.
[21] Jean-Marie Cornuet, Jean-Michel Marin, Antonietta Mira, and Christian P. Robert. Adaptive multiple importance sampling. 2011.
[22] Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, and Elmar Eisemann. Interactive indirect illumination using voxel cone tracing. 2011.
[23] Franklin C. Crow. The aliasing problem in computer-generated shaded images. 1977.
[24] Carsten Dachsbacher and Marc Stamminger. Reflective shadow maps. 2005.
[25] Carsten Dachsbacher and Marc Stamminger. Splatting indirect illumination. 2006.
[26] PER-ERIK DANIELSSON. Euclidean distance mapping. 1980.
[27] William Donnelly. Per-pixel displacement mapping with dis-tance functions. GPU Gems 2, 2005.
[28] Philip Dutre, Kavita Bala, and Philippe Bekaert. Advanced Global Illumination. A K Peters, secont edition edition, 2006.
[29] Elmar Eisemann, Michael Schwarz, Ulf Assarsson, and Michael Wimmer. Real-Time Shadows. CRC Press, 2012.
[30] Christian Eisenacher, Gregory Nichols, Andrew Selle, and Brent Burley. Sorted deferred shading for production path tracing. Eurographics Symposium on Rendering 2013, 32(4), 2013.
[31] Victor Elvira, Luca Martino, David Luengo, and Monica F. Bugallo. Efficient multiple importance sampling estimators. 2015.
[32] Klaus Engel, Markus Hadwiger, Joe M. Kniss, Christof Rezk- salama, and Daniel Weiskopf. Real-time Volume Graphics. A K Peters, 2006.
[33] Suykens F. and Willens Y.D. Path differentials and applications. Proceedings of the 12th Eurographics Workshop on Rendering, 2001.
[34] Sarah F. Frisken, Ronald N. Perry, Alyn P. Rockwood, and Thouis R. Jones. Adaptively sampled distance fields: A general representation of shape for computer graphics. April 2000.
[35] Robert Geist, Karl Rasche, James Westall, and Robert Schalkoff. Lattice-boltzmann lighting. Eurographics Symposium on Render- ing, 2004.
[36] David W. George, Francois X. Sillion, and Donald P. Greenberg. Radiosity redistribution for dynamic environments. IEEE Com- puter Graphics & Applications, 1990.
[37] RonaldGoldman.AnIntegratedIntroductiontoComputerGraphics and Geometric Modeling. CRC Press, 2009.
[38] CindyM.Goral,KennethE.Torrance,DonaldP.Greenberg,and Bennett Battaile. Modeling the interaction of light between dif- fuse surfaces. Computer Graphics, 18(3), July 1984.
[39] Chris Green. Improved alpha-tested magnification for vector textures and special effects. Advanced Real-Time Rendering in 3D Graphics and Games(SIGGRAPH Course 07), 2007.
[40] Ned Greene. Environment mapping and other applications of world projections. November 1986.
[41] Jason Gregory. Dogged determination: Technology and process at naughty dog, inc. 2014.
[42] George J. Grevera. The “dead reckoning” signed distance trans- form. 2004.
[43] Toshiya Hachisuka, Shinji Ogaki, and Henrik Wann Jensen. Pro- gressive photon mapping. ACM Transactions on Graphics, 27(5), December 2008.
[44] John C. Hart, Daniel J. Sandin, and Louis H. Kauffman. Ray tracing deterministic 3-d fractals. Computer Graphics (SIGGRAPH ’89 Proceedings), 23(3), 1989.
[45] Marries Van De Hoef. Real-time dynamic radiosity for high quality global illumination. December 2013.
[46] JianHuang,YanLi2,RogerCrawfis,Shao-ChiungLu,andShuh- Yuan Liou. A complete distance field representation. IEEE Visu- alization, October 2001.
[47] Homan Igehy. Tracing ray differentials. 1999.
[48] Frank Dachille IX and Arie Kaufman. Incremental triangle voxelization.
[49] Wojciech Jarosz. Efficient monte carlo methods for light transport in scattering media. 2008.
[50] Henrik Wann Jensen. Global illumination using photon maps. 1996.
[51] Henrik Wann Jensen. Realistic Image Synthesis Using Photon Mapping. A K Peters, 2001.
[52] Henrik Wann Jensen and Niels Jorgen Christensen. A practical guide to global illumination using photon maps. SIGGRAPH 2000 Course 8, July 2000.
[53] Mark W. Jones, J. Andreas Bærentzen, and MilosËG ̆ SËG ̆ra ÌA ̨mek. 3d distance fields: A survey of techniques and appli- cations. IEEE Transactions, January 2006.
[54] J. T. Kajiya and T. L. Kay. Rendering fur with three dimensional textures. 1989.
[55] James T. Kajiya. The rendering equation. 1986.
[56] Tomomichi KANEKO, Toshiyuki TAKAHEI, Masahiko INAMI, Naoki KAWAKAMI, Yasuyuki YANAGIDA, Taro MAEDA, and Susumu TACHI. Detailed shape representation with parallax mapping. Proceedings of ICAT, 2001.
[57] Anton Kaplanyan. Light propagation volumes in cryengine 3. Advanced Real-Time Rendering in 3D Graphics and Games(SIGGRAPH Course 09), 2009.
[58] Brian Karis. Real shading in unreal engine 4. 2013.
[59] Nikolas Kasyan. Playing with real-time shadows. SIGGRAPH 2013, 2013.
[60] Benjamin Keinert, Henry Schafer, Johann Korndorfer, Urs Ganse, and Marc Stamminger. Enhanced sphere tracing. 2014.
[61] Alexander Keller. Quasi-monte carlo radiosity. 1996.
[62] Alexander Keller. Instant radiosity. 1997.
[63] Alexander Keller. The path tracing revolution in the movie in- dustry. 2015.
[64] Charalampos Koniaris, Darren Cosker, and Xiaosong Yang. Sur- vey of texture mapping techniques for representing and render- ing volumetric mesostructure. Journal of Graphics Graphics Tech- niques, 3(2), 2014.
[65] Sebastien Lagarde and Charles de Rousiers. Moving frostbite to pbr. 2014.
[66] Michael Mara, David Luebke, and Morgan McGuire. Toward practical real-time photon mapping: Efficient gpu density esti- mation. 2013.
[67] Sam Martin and Per Einarsson. A real-time radiosity architec- ture for video games. SIGGRAPH 2010, 2010.
[68] LucaMartino,VictorElvira,DavidLuengo,andJukkaCorander. An adaptive population importance sampler: Learning from un- certainty. 2014.
[69] Morgan McGuire and David Luebke. Hardware-accelerated global illumination by image space photon mapping. 2009.
[70] JamesMcLaren.Thetechnologyofthetomorrowchildren.Game Developers Conference 2015, March 2015.
[71] Ravish Mehra and Subodh Kumar. Accurate and efficient ren- dering of detail using directional distance maps. ICVGIP 2012, 2012.
[72] Martin Mittring. The technology behind the “unreal engine 4 elemental demo”. Advanced Real-Time Rendering in 3D Graphics and Games, 2012.
[73] Greg Nichols, Jeremy Shopf, and Chris Wyman. Hierarchical image-space radiosity for interactive global illumination. Euro- graphics Symposium on Rendering 2009, 2009.
[74] Jan Novak, Thomas Engelhardt, and Carsten Dachsbacher. Screen-space bias compensation for interactive high-quality global illumination with virtual point lights. 2011.
[75] Art Owen and Yi Zhou. Safe and effective importance sampling. 1998.
[76] KenPerlinandEricM.Hoffert.Hypertexture.ComputerGraphics (SIGGRAPH ’89 Proceedings), 23(3), July 1989.
[77] Matt Pharr and Greg Humphreys. Physicall Based Rendering: From the Theory to Implementation. Elsevier, second edition, 2010.
[78] Fabio Policarpo and Manuel M. Oliveira. Relief mapping of no- height-field surface details. 2006.
[79] Fabio Policarpo, Manuel M. Oliveira, and Joao L. D. Comba. Real-time relief mapping on arbitrary polygonal surfaces. 2005.
[80] SerbanD.Porumbescu,BrianBudge,LouisFeng,andKennethI. Joy. Shell maps. Proceedings of ACM SIGGRAPH 2005, 24:626– 633, July 2005.
[81] Ravi Ramamoorthi and Pat Hanrahan. On the relationship be- tween radiance and irradiance: determining the illumina- tion from images of a convex lambertian object. 2001.
[82] T. Ritschel, T. Grosch, M. H. Kim, H.-P. Seidel, C. Dachsbacher, and J. Kautz. Imperfect shadow maps for efficient computation of indirect illumination. 2008.
[83] Tobias Ritschel, Carsten Dachsbacher, Thorsten Grosch, and Jan Kautz. The state of the art in interactive global illumination. 2011.
[84] Tobias Ritschel, Elmar Eisemann, Inwoo Ha, James D. K. Kim, and Hans-Peter Seidel. Making imperfect shadow maps view- adaptive: High-quality global illumination in large dynamic scenes. Computer Graphics Forum, 2011.
[85] RichardSatherleyandMarkW.Jones.Vector-cityvectordistance transform.
[86] Mateu Sbert. The use of global random directions to compute radiosity—global monte carlo techniques. 1996.
[87] Lars Schjøth, Jeppe Revall Frisvad, Kenny Erleben, and Jon Sporring. Photon differentials. Proceedings of GRAPHITE 2007, 2007.
[88] Christophe Schlick. An inexpensive brdf model for physically- based rendering. 1994.
[89] B. Segovia, J. C. Iehl, R. Mitanchey, and B. Péroche. Bidirec- tional instant radiosity. Eurographics Symposium on Rendering 2006, 2006.
[90] Peter Shirley. A ray tracing method for illumination calculation in diffuse-specular scenes. Graphics Interface ’90, 1990.
[91] Peter S Shirley. Physically based lighting calculations for com- puter graphics. 1990.
[92] Francois Sillion and Claude Puech. A general two-pass method integrating specular and diffuse reflection. Computer Graphics, 23(3), July 1989.
[93] Francois X. Sillion. A unified hierarchical algorithm for global illumination with scattering volumes and object clusters. 1995.
[94] Peter-Pike Sloan, Jan Kautz, and John Snyder. Precomputed radiance transfer for real-time rendering in dynamic, low- frequency lighting environments. 2002.
[95] B. Spencer and M. W. Jones. Into the blue: Better caustics through photon relaxation. EUROGRAPHICS 2009, 28(2), 2009.
[96] Michael Toksvig. Mipmapping normal maps. 2005.
[97] Eric Veach. Robust monte carlo methods for light transport simulation. 1997.
[98] Eric Veach and Leonidas J.Guibas. Optimally combining sampling techniques for monte carlo rendering. 1995.
[99] Ingo Wald, Solomon Boulos, and Peter Shirley. Ray tracing de- formable scenes using dynamic bounding volume hierarchies. 2007.
[100] IngoWald,PhilippSlusallek,CarstenBenthin,andMarkusWag- ner. Interactive rendering with coherent ray tracing. EURO- GRAPHICS 2001, 20(3), 2001.
[101] Xi Wang, Stephen Lin, Shimin Hu, Baining Guo, and Heung- Yeung Shum. Generalized displacement maps. 2004.
[102] Greg Ward. Real pixels. Graphics Gems II, 1991.
[103] Turner Whitted. An improved illumination model for shaded display. 1979.
[104] Lance Williams. Casting curved shadows on curved surfaces. 1978.