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
Developers 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 Todays 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.