BIB
"Linear Efficient Antialiased Displacement and Reflectance Mapping" Jonathan Dupuy, Eric Heitz a,, Jean-Claude Iehl 1Pierre Poulin, Fabrice Neyret, Victor Ostromoukhov. ACM Transactions on Graphics 32, 6 (2013) Article No. 211 http://hal.i…
In games "Culling the BattleField" GDC 2011 http://dice.se/wp-content/uploads/CullingTheBattlefield.pdf "Practical Occlusion Culling in Killzone 3" SIGGRAPH 2011 http://www.slideshare.net/guerrillagames/practical-occlusion-culling-in-killz…
In games "Rendering in Cars 2 " "Deferred Rendering in Killzone 2" "The PS3's SPUs in th Real World" A Killzone2 Case Study "Rendering Techniques in Split/Second" "Unreal Engine LightMass" "Lightmass Static Global Illumination" FOX Engine …
"Playing with Real-Time Shadows" Nikolas Kasyan. Cyrtek. SIGGRAPH 2013 http://www.realtimeshadows.com/sites/default/files/Playing%20with%20Real-Time%20Shadows_0.pdf "The Art and Technology behind Crysis 3" FMX 2013. http://www.crytek.com/d…
HBAO+ ("Call of Duty: Ghosts", "Assassin's Creed IV Black Flag", "Tom Clancy's Splinter Cell® Blacklist™", "Batman: Arkham Origins") http://www.geforce.com/hardware/technology/hbao-plus/technology "Shining the Light on Crysis 3" Pierre-Yve…
Cyril Crassin "Interactive Indirect Illumination Using Voxel Cone Tracing" Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann. 2011 https://research.nvidia.com/publication/interactive-indirect-illumination-using-voxel…
"Clustered Deferred and Forward Shading" Ola Olsson (2012) http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=clustered_shading "Part I: Introduction to Clustered Shading" SIGGRAPH 2013 http://advances.realtimerende…
"Tiled Rendering Showdown: Forward ++ vs Deferred Rendering" (Jason Stewart and Gareth Thomas) GDC2013 http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2013/04/TiledRenderingShowdown_ForwardPlusPlusVsDeferredRendering.ppsx "Forward+ …
"Deferred Lighting and Post Processing on PlayStation3" Matt Swoboda http://www.slideserve.com/mead/deferred-lighting-and-post-processing-on-playstation-3 "Screen-Space Classification for Efficient Deferred Shading" Balor King, Matthew Rit…
Reference "A Comparative Study of Screen-Space Ambient Occlusion Methods" Frederik Aalund, Andreas Bærentzen http://frederikaalund.com/a-comparative-study-of-screen-space-ambient-occlusion-methods SSAO techniques (a) CryEngine 2 AO "Findin…
Reference Book: "Real-Time Shadows" Appendix D: Fast GPU Filtering Techniques http://www.crcpress.com/product/isbn/9781568814384 Techniques Mipmap N-Buffer http://maverick.inria.fr/Publications/2005/Dec05/final-electronic.pdf Multiscale Ma…
Reference Book: "Real-Time Shadows" Appendix E: More For Less Deferred Shading and Upsampling http://www.crcpress.com/product/isbn/9781568814384 Temporal coherence methods for realtime rendering "A Survey on Temporal Coherence Methods in R…
Links "An Efficient Representation for Irradiance Environment Maps". Ravi Ramamoorth, Pat Hanrahan. http://graphics.stanford.edu/papers/envmap/ "Spherical Harmonic Lighting: The Gritty Details". Robin Green. http://www.research.scea.com/gd…