Computer Graphics Resources / Contents |
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Ke-Sen Huang's Website | | | |
extremeistan's realtime GI collection | | | |
realtimerendering.com | | | |
Generative Art Links at hvidtfeldts.net | | | |
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CS6630 Cornell University - Realistic Image Synthesis | | | |
http://www.cs.cornell.edu/Courses/cs6630/2012sp/schedule.stm | | | |
CMU 15-462/662 | | | |
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Computer Graphics: Principles and Practice, 3rd Edition, (Hughes 2013) | | | |
Physically Based Rendering: From Theory to Implementation, 2nd Edition (Pharr 2010) | | | |
Computer Graphics Resources / Contents / Physically Based Rendering: From Theory to Implementation, 2nd Edition (Pharr 2010) |
won an Academy Award at the Oscars! | | | THE Rendering Book. It also |
Computer Graphics Resources / Contents |
GPU Gems 3, by NVIDIA | | | |
Takua Renderer | | | by Karl Li |
The Pianist | | | , by Leticia Reinaldo |
Classroom Scene | | | by Meny Hilsenrad |
| | | . Eric Veach. PhD Thesis, Stanford University, 1997 |
Analytic Methods for Simulated Light Transport | | | . James Avro. PhD Thesis, Yale University, December 1995 |
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| | | James T. Kajiya. SIGGRAPH 1986 |
Simple PathTracing by Inigo Quilez | | | |
smallpt (pathtracer in 99 lines of code) by Kevin Beason | | | |
| | | . Jensen, H. W. Rendering Techniques 1996 |
Photon Mapping by Zack Waters | | | |
| | | Veach & Guibas. Proceedings of EGRW 1994 |
| | | Veach & Guibas. SIGGRAPH 1997 |
Mitsuba Renderer | | | MLT is notoriously difficult to implement |
Peter Kutz's BPT+MLT Blog | | | |
| | | Keller, A. SIGGRAPH 1997 |
Cornell CS663 Presentation on the Paper | | | |
| | | . Siggraph 2010 |
Monte Carlo Techniques for Direct Lighting Calculations | | | Shirley et al. ACM Transactions on Graphics 1996 |
Optimally Combining Sampling Techniques for Monte Carlo Rendering | | | Veach & Guibas. SIGGRAPH 1995 |
Gradient-domain metropolis light transport | | | . Lehtinen et al. ACM Transactions on Graphics 2013 |
Gradient-domain Path Tracing | | | . Kettunen et al 2015 |
A Machine Learning Approach for Filtering Monte Carlo Noise | | | . SIGGRAPH 2015 |
| | | . Nicodemus et al. (U.S.) monograph, issued October 1977 |
A microfacet-based BRDF generator | | | . Ashikhmin and Shirley. SIGGRAPH 2000 |
A precomputed polynomial representation for interactive BRDF editing with global illumination | | | Ben-Artzi et al. ACM Transactions on Graphics, 2008 |
A Reflectance Model for Computer Graphics | | | . Cook & Torrance. Computer Graphics. 14(3), pp. 307-316. 1981 |
Theory for Off-specular Reflection from Roughened Surfaces | | | . Torrance & Sparrow. Journal of the Optical Society of America 57:9 (1967) |
Models of Light Reflection for Computer Synthesized Pictures | | | James F. Blinn, SIGGRAPH 1977 |
Computer Graphics Resources / Contents / Models of Light Reflection for Computer Synthesized Pictures |
Blinn-Phong | | | This paper reviews Torrance-Sparrow, Phong model, and proposes the shading model as a computationally efficient alternative |
Computer Graphics Resources / Contents |
Shadowing by Non-Gaussian Random Surfaces | | | . Garry S. Brown, IEEE Transactions on Antennas and Propagaion (1980) |
A data-driven reflectance model | | | Matusik et al. SIGGRAPH 2003 |
Experimental analysis of BRDF models | | | . Ngan et al. Proceedings of the 2005 Eurographics Symposium on Rendering |
A model for anisotropic reflection | | | . Poulin & Fournier. SIGGRAPH 1990 |
Generalization of the Lambertian Model and Implications for Machine Vision | | | . Oren & Nayar. International Journal of Computer Vision 14:3 (1995) |
Bidirectional Reflection Distribution Function of Thoroughly Pitted Surfaces | | | . Koenderink et al. International Journal of Computer Vision 31 (1999) |
| | | . Ikits et al. GPU Gems, Pearson Education, 2004 |
A Survey on Participating Media Rendering Techniques | | | . Cerezo et al. Visual Computer, 2005 |
A Radiative Transfer Framework for Rendering Materials with Anisotropic Structure | | | |
Interactive multiple anisotropic scattering in clouds | | | . Bouthors et al. Proceedings of I3D 2008 |
Unifying points, beams, and paths in volumetric light transport simulation | | | . Křivánek et al. SIGGRAPH 2014 |
Scalable and Heterogeneous Rendering of Subsurface Scattering Materials | | | Arbree. PhD Thesis, Cornell University, 2009 |
Virtual ray lights for rendering scenes with participating media | | | . Novak et al. 2012 SIGGRAPH 2012 |
Ray tracing volume densities | | | . Kajiya & von Herzen.SIGGRAPH 1984, July 1984 |
Semi-Automatic Generation of Transfer Functions for Direct Volume Rendering | | | . Kindlmann & Durkin. IEEE Symposium on Volume Visualization 1998 |
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering | | | . Crassin et al. I3D 2009 |
Reflection from Layered Surfaces Due to Subsurface Scattering | | | . Hanrahan & Krueger. SIGGRAPH 1993 |
Wave Propagation and Scattering in Random Media | | | . Akira Ishimaru. Chapter 7 in Wave Propagation and Scattering in Random Media, Volume 1. Academic Press, 1978 |
A model for volume lighting and modeling | | | . Kniss et al. IEEE TVCG 9:2 (2003) |
Fast Volume Rendering Using a Shear-Warp Factorization of the Viewing Transformation | | | . Lacroute & Levoy. SIGGRAPH 1994 |
Efficient Simulation of Light Transport in Scene with Participating Media using Photon Maps | | | . Jensen & Christensen. Proceedings of SIGGRAPH 98 |
A Practical Model for Subsurface Light Transport | | | . Jensen et all. Proceedings of ACM SIGGRAPH 2001 |
A Rapid Hierarchical Rendering Technique for Translucent Materials | | | . Jensen & Buhler. SIGGRAPH 2002 |
Multidimensional Transfer Functions for Interactive Volume Rendering | | | . Kniss et al. IEEE TVGG 2002 |
Practical Rendering of Multiple Scattering Effects in Participating Media | | | . Premoze et al. Rendering Techniques 2004: 15th Eurographics Workshop on Rendering |
Physically-based simulation of rainbows | | | . Sadeghi et al. ACM Transactions on Graphics, 31(1), (2012) |
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Acquiring the reflectance field of a human face | | | . Debevec et al. SIGGRAPH 2000 |
A Dual Light Stage | | | . Hawkins et al. Proceedings of EGSR 2005 |
Fast bilateral filtering for the display of high-dynamic-range images | | | . Durand & Dorsey. SIGGRAPH 2002 |
DISCO: acquisition of translucent objects | | | . Goesele et al. ACM Transactions on Graphics. 23(3), pp. 835-844, 2004 |
The Lumigraph | | | . Gortler et al. Siggraph 1996 |
Femto-Photography: Visualizing Photons in Motion at a
Trillion Frames Per Second | | | . Raskar et al |
Gradient domain high dynamic range compression | | | . Fattal et al. ACM SIGGRAPH 2002 |
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| | | . Timo Aila and Samuli Laine. Proc. High-Performance Graphics 2009 |
Kepler and Fermi architecture Addendum | | | . NVIDIA Technical Report 2012 |
| | | . Cline et al. 2005. ACM Transactions on Graphics (TOG), 24(3) (2005) |
Implementation Details | | | |
Lightcuts: a scalable approach to illumination | | | Walter et al. ACM Transactions on Graphics 2005 |
Sorted Deferred Shading for Production Path Tracing | | | . Eisenacher et al. EGSR 2013 |
Light transport simulation with vertex connection and merging | | | . Georgiev et al. SIGGRAPH 2012 |
Reconstructing the indirect light field for global illumination | | | Lehtinen et al. SIGGRAPH 2012 |
Global illumination with radiance regression functions | | | (SIGGAPH 2013) |
Computer Graphics Resources / Contents / Global illumination with radiance regression functions |
video | | | |
Computer Graphics Resources / Contents |
Temporal light field reconstruction for rendering distribution effects | | | . Lehtinen et al. SIGGRAPH 2011 |
The Secret Life of Photons | | | Light transport tutorial |
Tutorial on Spherical Harmonics (2003) | | | |
Interactive Display of Isosurfaces with Global Illumination | | | . Wyman et al. IEEE TVGG 2006 |
John Carmack's Fast Inverse Square Root | | | |
Pixar 2013 | | | |
| | | Meier, Barbara. Disney Animation Research, 1996 |
Stylizing Animation by Example | | | . Pixar Animation. 2013 |
Coherent Noise for Non-Photorealistic Rendering | | | |
Path tracing fractals | | | by Mikael Hvidtfeldt Christensen |
Arlo ... in a fragment shader | | | by Inigo Quilez |
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ShaderToy | | | A big collection of awesome fragment shaders. Many of these use cool tricks to do cheap lighting and imgae-space effects like blur/vignetting |
Articles by Inigo Quilez | | | |
Generative Art Links | | | |
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video demo | | | an outline of the techniques used in the snow simulation for Disney's Frozen |
Augmented MPM for phase-change and varied materials | | | . Stomakhin et al. SIGGRAPH 2014 |
Asynchronous Contact Mechanics | | | . Harmon et al. ACM communications 2012 |
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Excellent Youtube Talk | | | |
Globally Optimal Direction Fields | | | . Knöppel et al. SIGGRAPH 2014 |
| | | . 2013 |
Pixie Dust: Graphics Generated by Levitated and Animated Objects in Computational Acoustic-Potential Field | | | |
Three Dimensional Images in the Air | | | |
| | | . Ju, Schaefer, Warren. ACM Trans. on Graphics 2005 |
Feature Adaptive GPU Rendering of Catmull-Clark Subdivision Surfaces | | | |
| | | Debevec & Malik 1997. In SIGGRAPH 97 (August 1997) |
Accurate, Dense, and Robust Multi-View Stereopsis | | | . Furukawa and Ponce 2010 |
Computer Graphics Resources / Contents / Accurate, Dense, and Robust Multi-View Stereopsis |
Yasutaka Furukawa | | | |
Computer Graphics Resources / Contents |
Structure-aware Hair Capture | | | . Luo, Li, Rusinkiewicz. Siggraph 2013 |
Interactive digital photomontage | | | Agarwala et al. ACM Trans. on Graphics, 23(3):294--302, Aug. 2004 |
Light field rendering | | | . Levoy & Hanrahan. Siggraph 1996 |
Photo tourism: Exploring photo collections in 3D | | | . Snavely, Seitz, Szzeliski. Siggraph 2006 |
First Person Hyperlapse Videos | | | Microsoft Research 2014 |
PatchMatch: A Randomized Correspondence Algorithm for Structural Image Editing | | | . Barnes et al. Siggraph 2009 |
Efficient Gradient-Domain Compositing Using Quadtrees | | | . ACM Trans. Graph. 2007 |
| | | is a good resource to get started learning about VR / stereo rendering |
Good Stereo vs. Bad Stereo | | | |
Implementing Stereoscopic 3D in your applications | | | |
John Carmack's Oculus Connect 2015 talk | | | |
Why You Won’t See Hard AR Anytime Soon | | | |
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