BIB

mattdesl/graphics-resources ( グラフィックスのリンク集 )

https://github.com/mattdesl/graphics-resources

Some links of Anti-Aliasing

"Filtering Approaches for Real-Time Anti-Aliasing" SIGGRAPH 2011 Cources http://iryoku.com/aacourse/ "A QUICK OVERVIEW OF MSAA" @ DangerZone http://mynameismjp.wordpress.com/2012/10/24/msaa-overview/ "APPLYING SAMPLING THEORY TO REAL-TIME …

"Light Shafts" @ GDC 2004

http://developer.amd.com/wordpress/media/2012/10/Mitchell_LightShafts.pdf

Link collection of Temporal SuperSampling and Temporal Filtering

Temporal SuperSampling "Anti-Aliasing Methods in CryENGINE 3" SIGGRAPH 2011 http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf "GRAPHICS GEMS FROM CRYENGINE 3" @ SIGGRAPH 2013 http://advances.realtimerendering…

"Realtime Global Illumination techniques collection"

http://extremeistan.wordpress.com/2014/05/11/realtime-global-illumination-techniques-collection/

"An Introduction to BRDF Models" Daniël Jimenez Kwast

http://hmi.ewi.utwente.nl/verslagen/capita-selecta/CS-Jimenez-Kwast-Daniel.pdf

Some papers of GI

"Progressive Point-Light-Based Global Illumination" H. Dammertz and A. Keller and H. P. A. Lensch http://www.uni-ulm.de/fileadmin/website_uni_ulm/iui.inst.100/institut/mitarbeiter/holger/paper_ProgressivePointLightGI.pdf "Interactive Globa…

Link collection of Ambient BRDF

"Lighting Killzone : Shadow Fall" "Moving to the Next Generation - The Rendering Technology of Ryse" @ GDC2014 - OLD hanecci’s blog : 旧 はねっちブログ "Real Shading in Unreal Engine 4 (Brian Karis) SIGGRAPH2013" "Practical Implementation …

"Reconstructing the Indirect Light Field for Global Illumination"

http://groups.csail.mit.edu/graphics/ilfr/ilfr_preprint.pdf

"State of the Art Report on Real-time Rendering with Hardware Tessellation"

http://graphics.stanford.edu/~niessner/papers/2014/1egstar/schaefer2014star.pdf Memo in Japanese リアルタイムのハードウェアテッセーレションをまとめた論文です.

"Surface Roughness, Rough Surfaces" related papers

http://www.visionbib.com/bibliography/shapefrom380.html

SIGGRAPH 2014 papers on the web

http://kesen.realtimerendering.com/sig2014.html https://www.mitsuba-renderer.org/~wenzel/#publications

Some links of Mesh simplification

"Rapid Simplification of Multi-Attribute Meshes" http://www.andrewwillmott.com/papers/rsmam "Real-time Mesh Simplification Using the GPU" http://gfx.cs.princeton.edu/pubs/DeCoro_2007_RMS/

Link collection of Sky Visibility

"Sky visibility as 4 transfer basis directions" at FarCry3. GDC 2013 http://www.gdcvault.com/play/1015326/Deferred-Radiance-Transfer-Volumes-Global "The science of Spherical Harmonics at Weta Digital" Mike Seymour @ fxguide https://www.fxg…

Link collection of world-space top-down graphics techniques

"World LightMap" and "World AO" at Assassin's Creed 3. GDC 2013 http://cedil.cesa.or.jp/session/detail/1032 "Top down occlusion texture" at FarCry3. GDC 2013 http://www.gdcvault.com/play/1015326/Deferred-Radiance-Transfer-Volumes-Global "R…

Link collection of particle shadows

Particle casting shadows "Transluceny Map" Crytek 2011 http://www.slideshare.net/TiagoAlexSousa/secrets-of-cryengine-3-graphics-technology "Playing with Real-Time Shadows" Nikolas Kasyan SIGGRAPH 2013 http://www.crytek.com/download/Playing…

Link collection of geometry instancing

"DirectX 11 Rendering in Battlefield 3" GDC 2011 http://www.slideshare.net/DICEStudio/directx-11-rendering-in-battlefield-3 "Shiny PC Graphics in Battlefield 3" http://dice.se/wp-content/uploads/Shiny_PC_Graphics_in_BF3_pcfinal.pptx "Crowd…

Link collection of vegetation, tree and botany

"GPU-Generated Procedural Wind Animations for Trees" GPU Gems 3 http://http.developer.nvidia.com/GPUGems3/gpugems3_ch06.html "Next-Generation SpeedTree Rendering" GPU Gems 3 http://http.developer.nvidia.com/GPUGems3/gpugems3_ch04.html "Veg…

Link collection of imposters

"True Impostors" GPU Gems 3 http://http.developer.nvidia.com/GPUGems3/gpugems3_ch21.html "Next-Generation SpeedTree Rendering" GPU Gems 3 http://http.developer.nvidia.com/GPUGems3/gpugems3_ch04.html "Animated Crowd Rendering" GPU Gems 3 ht…

Some links of Point or Surfel based global illumination

"Dynamic Ambient Occlusion and Indirect Lighting" http://http.download.nvidia.com/developer/GPU_Gems_2/GPU_Gems2_ch14.pdf "Point-based Global Illumination for Film Production" (Christensen) SIGGRAPH 2010 slides : http://cgg.mff.cuni.cz/~ja…

Link collections of LOD

LOD techiques "Populating a Massive Game World" Emil Persson and Joel de Vahl Avalanche Studios. SIGGRAPH 2013 "Assassins Creed 3 – LoD Blending" "Automated Level of Detail Generation for HALO:REACH". Xi Wang. GDC 2011 "Level of detail @ W…

Some links of motion blur in games

"CryENGINE 3 Graphic Gems" SIGGRAPH 2013 http://www.crytek.com/download/Sousa_Graphics_Gems_CryENGINE3.pdf "Stupid OpenGL Shader Tricks" Simon Green. GDC 2003 http://plaza.ufl.edu/sakib/docs/GDC2003_OpenGLShaderTricks.pdf CEDEC2006 次世代…

Some links of OIT(Order Independent Transparency)

Intel "Adaptive Order Independent Transparency: A Fast and Practical Approach to Rendering Transparent Geometry" @ Intel 2013 http://software.intel.com/en-us/blogs/2013/07/18/order-independent-transparency-approximation-with-pixel-synchron…

First paper (?) of using light probes for realtime rendering

Link : "Real-Time Global Illumination on GPU" Mangesh Nijasure, Sumanta Pattanaik U., Vineet Goel, 2005 説明(In Japanese) ライトプローブをキューブマップから作って, 間接光として利用する最初(?)の論文です.

Some GPU ray tracers

"GPU ray tracer at NVidia's website" 説明(In Japanese) NVidia のweb サイトに GPU ray tracer の一覧があったので, その紹介です. NVidia Optix, Arion, FurryBall, Lightworks, Octane, V-Ray あたりがサポートしているようです. 参考文献 The State of…

"Real-time Realistic Rendering and Lighting of Forests" by Eric Bruneton

Links paper WebSite

"Understanding the Efficiency of Ray Traversal on GPUs" HPG 2009

Understanding the Efficiency of Ray Traversal on GPUs 説明 (In Japanese) GPU でのレイトレーシングに関する研究です.

Eric Heitz explains BRDF shadowing and masking

"Pdf of BRDF shadowing and masking by Eric Heitz" 説明 (In Japanese) 物理ベースレンダリングの際の BRDF で出てくる 幾何減衰率に関する良い資料です.

Some links of Unordered Access View in Direct3D11

Book : "Practical Rendering and Computation with Direct3D 11" Jason Zink, Matt Pettineo, Jack Hoxley http://www.amazon.com/Practical-Rendering-Computation-Direct3D-11/dp/1568817207/ Direct3D11 References in MSDN ID3D11Device::CreateUnorder…

Link collection of Shader Storage Buffer Object in OpenGL

OpenGL.org http://www.opengl.org/wiki/Shader_Storage_Buffer_Object About ARB_shader_storage_buffer_object http://us.download.nvidia.com/opengl/specs/GL_ARB_shader_storage_buffer_object.txt "OpenGL Compute Shaders" by Mike Bailey. SIGGRAPH …