Note: To download papers from ACM Digital Library, you may use the license provided by NTHU Library. (instructions)

·        Basics

Z Buffering and w Coordinates, NVIDIA SDK White Paper.

·        Spatial Partitioning and Bounding Volumes.

The original BSP Tree paper by Fuchs et al, “On visible surface generation by a priori tree structures”  In Proceedings of SIGGRAPH 80, pages 124-133.

Gottschalk et al, “OBBTree: a hierarchical structure for rapid interference detection”  Proceedings of SIGGRAPH 96, pages 171-180.

·        Culling

David P. Luebke and Chris Georges, “Portals and Mirrors: Simple, Fast Evaluation of Potentially Visible Sets”, Proceedings of the 1995 Symposium on Interactive 3-D Graphics, ACM Press, NY (April, 1995).

Greene et al, “Hierarchical Z Buffer Visibility”  In Proceedings of SIGGRAPH 93, pages 231-238.

Zhang et al, “Visibility Culling using Hierarchical Occlusion Maps”  In Proceedings of SIGGRAPH 97, pages 77-88.

·        Level-of-Detail & Polygonal Simplification

David Luebke, “A Developer’s Survey of Polygonal Simplification Algorithms”  In IEEE Computer Graphics &Applications (May 2001).

David Luebke and Carl Erikson, “View-Dependent Simplification of Arbitrary Polygonal Environments” Proceedings of SIGGRAPH 97.

Cohen et al, “Appearance-perserving simplification”  Proceedings of SIGGRAPH 98, pages 115-122.

Hugues Hoppe, “Progressive Meshes”  Proceedings of SIGGRAPH 96, pages 99-108.

·        Texture Mapping

Paul Heckbert and Henry Moreton, “Interpolation for Polygon Texture Mapping and Shading”, State of the Art in Computer Graphics: Visualization and Modeling, Springer-Verlag, 1991.

Kevin Wu, “Rational-Linear Interpolation of Texture Coordinates and Their Partial Derivatives”, HP Technical Report HPL-98-113.

Paul Heckbert, “Survey of Texture Mapping”  IEEE Computer Graphics and Applications, Nov. 1986.  (Figures)

Green & Heckbert, “Creating Raster Omnimax Images from Multiple Perspective Views Using The Elliptical Weighted Average Filter”  IEEE Computer Graphics and Applications, 6(6), pp. 21-27, June 1986.

Pfister et al, “Surfels: surface elements as rendering” SIGGRAPH 2000 Proceedings, pages 335-342.

Zwicker et al, “Surface Splatting” SIGGRAPH 2001 Proceedings, pages 371-378.

·        Shadows & Projective Texture

Lance Williams, “Casting Curved Shadows on Curved Surfaces”  SIGGRAPH 78.

William T. Reeves, et al.,  “Rendering Antialiased Shadows with Depth Maps”. In Proceedings of SIGGRAPH 87, pages 283-291.

Mark Segal, et al.,  “Fast shadows and lighting effects using texture mapping”. In Proceedings of SIGGRAPH 92, pages 249-252.

Cass Everitt et al., “Hardware Shadow Mapping”  NVIDIA SDK White Paper

Cass Everitt, “Projective Texture Mapping”  NVIDIA SDK White Paper.

Mark J. Kilgard, “Shadow Mapping with Today’s OpenGL Hardware” NVIDIA SDK Courseware

IBR-based Shadow Buffer

·        Programmable Real-Time Shading

Cook et al, “The REYES Image Rendering Architecture”  SIGGRAPH 87, pages 95-102. (This is not really about real-time shading, but it inspired most of the papers that are listed below.)

“Real Time Shading” SIGGRAPH 2001 Course 24

Marc Olano and Anselmo Lastra, “A Shading Language on Graphics Hardware: The PixelFlow Shading System”  In Proceedings of SIGGRAPH 98, pages159-168.

Wolfgang Heidrich, Hans-Peter Seidel, “Realistic, hardware-accelerated shading and lighting”  In Proceedings of SIGGRAPH 99, pages171-178.

·        Multi-pass Rendering Techniques

Ray Tracing on Programmable Graphics Hardware, Purcell et al., SIGGRAPH 2002

Interactive Multi-Pass Programmable Shading, Peercy et al., SIGGRAPH 2000

·        You may also present any interesting paper that are related to this course.  The SIGGRAPH proceedings of past years are good places to look for ideas. 


chunfa@cs.nthu.edu.tw * Last revised: 03.31.2003 04:01 PM