BIB

Link collection of filtering normal maps

"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…

Link collection of visibility culling in games

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…

Link collection of light probes

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 …

Link collection of SSDO in games

"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…

Link collection of SSAO in games

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…

Link collection of Voxel based Global Illumination

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…

Link collection of clustered shading

"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…

Link collection of tile based forward shading

"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+ …

Link collection of tile based deferred shading

"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…

Link collection of SSAO techniques

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…

Link collection of fast GPU filtering techniques for averaging pixel values

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…

Link collection of temporal coherence methods for realtime rendering

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…

SH (Spherical Harmonics) related papers

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…