I3D

Tiled Light Trees via @YuriyODonnell

http://www.frostbite.com/2017/02/tiled-light-trees/ I3D で発表された「タイルドライトツリー」というライトカリングの手法です. 論文は Frostbite の開発者が書いたものになります.

Real-Time Global Illumination using Precomputed Light Field Probes via @morgan3d

http://graphics.cs.williams.edu/papers/LightFieldI3D17/ 事前計算したライトプローブを利用したリアルタイム GI に関する論文です.

A Phenomenological Scattering Model for Order-Independent Transparency

http://graphics.cs.williams.edu/papers/TransparencyI3D16/

Beyond Hard Shadows: Moment Shadow Maps for Single Scattering, Soft Shadows and Translucent Occluders

http://cg.cs.uni-bonn.de/de/publikationen/paper-details/peters-2016-msm-applications/

"Outside the Echo Chamber: Learning from Other Disciplines, Industries, and Art Forms" I3D 2013 Keynote by Naty Hoffman

I3D

http://renderwonk.com/publications/i3d2013-keynote/i3dkeynote-final.pdf

Applied Graphics Research for Games by Natalya Tatarchuk at Bungie. I3D2015

http://advances.realtimerendering.com/destiny/i3d_2015/I3D_Tatarchuk_keynote_2015_for_web.pdf

"Aggregate G-Buffer Anti-Aliasing" I3D2015

I3D

http://graphics.cs.williams.edu/papers/AggregateI3D15/

I3D2014 "Deep Screen Space" Oliver Nalbach, Tobias Ritschel, Hans-Peter Seidel

http://www.mpi-inf.mpg.de/~onalbach/DeepScreenSpace/