Papers, publications and other research relating to ray tracing.
Ren Ng, Ravi Ramamoorthi and Pat Hanrahan presents a method, based on pre-computed light transport, for real-time rendering of objects under all-frequency, time-varying illumination represented as a high-resolution environment map. This gives good shadows.
Douglas Enright, Steve Marschner and Ronald Fedkiw describes a method designed to produce visually plausible water effects, for example the pouring of water into a glass and the breaking of an ocean wave.
Eric Veach and Leonidas J. Guibas study techniques for reducing the sampling noise inherent in pure Monte Carlo approaches to global illumination.
Research mostly center around global illumination and monte carlo ray tracing. Contains some environment maps, a description of a Cornell box experiment, Publications and the RenderPark ray tracer.
Presents two efficient image-based approaches for computation and display of high-quality soft shadows from area light sources: Layered attenuation maps and coherence-based raytracing. Authors: Maneesh Agrawala, Ravi Ramamoorthi, Alan Heirich and Laurent Moll.
Splatting is a fast volume rendering algorithm which achieves its speed by projecting voxels in the form of pre-integrated interpolation kernels, or splats. By Klaus Mueller and Roger Crawfis.
A compendium containing most of the useful formulas and equations for global illumination algorithms.
Indexes for online version of papers from SIGGRAPH and various other conferences.
A list of publications mainly about Photon Mapping, Global Illumination and rendering natural phenomenon such as fire, skin and smoke.
A project trying to capture the surface properties of real-life objects that cannot be effectively captured by any existing lighting models (such as Phong).
An implementation in java of Perlin's 2002 SIGGRAPH paper (available in PDF format) describing a improved noise generating function.
Papers relating to Character Animation, Implicit and Skeletal Modeling, Implicit Surface Polygonization, Convolution Surfaces and Transformations and Geometry.
Papers about Monte Carlo and quasi-Monte Carlo methods, highly uniform point sets, particle methods for transport equations and wavelets and the lifting scheme.
Various papers describing the free radiance highly accurate ray-tracing software system for UNIX computers.
Presents a summary of the state of radiosity research 1992 by S.M Drucker. In PDF format.
Timothy J. Purcell, Ian Buck, William R. Mark, and Pat Hanrahan evaluate trends in programmability of the graphics pipeline and explain how ray tracing can be mapped to graphics hardware.
Eric Veach Ph.D. dissertation describes light transport problems in computer graphics and develops new Monte Carlo techniques that greatly extend the range of input models for which light transport simulations are practical.
Nick Rasmussen, Duc Quang Nguyen, Willi Geiger and Ronald Fedkiw presents an efficient method for simulating highly detailed large scale participating media such as nuclear explosions.
Describes a method to visualize the curved spacetime around blackholes. By Tetsu Satoh, Haruo Takemura and Naokazu Yokoya.
A PhD thesis in PDF format, introducing new volume graphics concepts. Includes background reviews of volume visualization and graphics. Also includes a specification of the vlib volume graphics API and describes volumetric ray-tracing.
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