BIB
https://github.com/mattdesl/graphics-resources
"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 …
http://developer.amd.com/wordpress/media/2012/10/Mitchell_LightShafts.pdf
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…
http://extremeistan.wordpress.com/2014/05/11/realtime-global-illumination-techniques-collection/
http://hmi.ewi.utwente.nl/verslagen/capita-selecta/CS-Jimenez-Kwast-Daniel.pdf
"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…
"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 …
http://groups.csail.mit.edu/graphics/ilfr/ilfr_preprint.pdf
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.
http://www.visionbib.com/bibliography/shapefrom380.html
http://kesen.realtimerendering.com/sig2014.html https://www.mitsuba-renderer.org/~wenzel/#publications
"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/
"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…
"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…
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…
"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…
"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…
"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…
"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…
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…
"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…
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…
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.
"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…
Links paper WebSite
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.
"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.
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…
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 …