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REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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AK90
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CRMT91
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CSSD94
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P. Christensen, E. Stollnitz, D. Salesin, and T. DeRose. Wavelet Radiance. In Proc. 5th Eurographics Workshop on Rendering, pages 287-302, 1994.
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CW93
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DB94
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P. Diefenbach and N. Badler. Pipeline Rendering: Interactive Refractions, Reflections, and Shadows. Displays: Special Issue on Interactive Computer Graphics, 15(3):173-180, 1994.
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Die96
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FvDFH96
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HA90
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Hei91
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T. Heidmann. Real Shadows - Real Time. Iris Universe, (18):28-31, 1991.
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HH96
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HW64
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Kaj86
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Kel95
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A. Keller. A Quasi-Monte Carlo Algorithm for the Global Illumination Problem in the Radiosity Setting. In H. Niederreiter and R Shiue, editors, Monte Carlo and Quasi-Monte Carlo Methods in Scientific Computing, volume 106, pages 239-251. Springer, 1995.
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Kel96a
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A. Keller. Quasi-Monte Carlo Methods in Computer Graphics: The Global Illumination Problem. Lectures in App. Math., 32:455-469, 1996.
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Kel96b
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KMH95
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LTG92
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LW93
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E. Lafortune and Y. Willems. Bidirectional Path Tracing. In Proc. 3rd International Conference on Computational Graphics and Visualization Techniques (Compugraphics), pages 145-153, 1993.
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Mit96
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Nie92
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PTVF92
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H. Press, S. Teukolsky, T. Vetterling, and B. Flannery. Numerical Recipes in C. Cambridge University Press, 1992.
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Shi92
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SKvW+92
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SLS+96
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VG94
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E. Veach and L. Guibas. Bidirectional Estimators for Light Transport. In Proc. 5th Eurographics Worshop on Rendering, pages 147 - 161, Darmstadt, Germany, June 1994.
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War92
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CITED BY 44
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Frank Dachille, IX , Klaus Mueller , Arie Kaufman, Volumetric backprojection, Proceedings of the 2000 IEEE symposium on Volume visualization, p.109-117, October 09-10, 2000, Salt Lake City, Utah, United States
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Ingo Wald , Thomas Kollig , Carsten Benthin , Alexander Keller , Philipp Slusallek, Interactive global illumination using fast ray tracing, Proceedings of the 13th Eurographics workshop on Rendering, June 26-28, 2002, Pisa, Italy
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Tobias Ritschel , Thorsten Grosch , Jan Kautz , Hans-Peter Seidel, Interactive global illumination based on coherent surface shadow maps, Proceedings of graphics interface 2008, May 28-30, 2008, Windsor, Ontario, Canada
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Romain Pacanowski , Mickaël Raynaud , Xavier Granier , Patrick Reuter , Christophe Schlick , Pierre Poulin, Efficient streaming of 3D scenes with complex geometry and complex lighting, Proceedings of the 13th international symposium on 3D web technology, August 09-10, 2008, Los Angeles, California
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Xavier Cavin , Laurent Alonso , Jean-Claude Paul, Overlapping multi-processing and graphics hardware acceleration: performance evaluation, Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics, p.79-88, October 25-26, 1999, San Francisco, California, United States
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Matt Aranha , Piotr Dubla , Kurt Debattista , Thomas Bashford-Rogers , Alan Chalmers, A physically-based client-server rendering solution for mobile devices, Proceedings of the 6th international conference on Mobile and ubiquitous multimedia, p.149-154, December 12-14, 2007, Oulu, Finland
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Greg Coombe , Mark J. Harris , Anselmo Lastra, Radiosity on graphics hardware, Proceedings of the 2004 conference on Graphics interface, p.161-168, May 17-19, 2004, London, Ontario, Canada
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Heiko Friedrich , Johannes Günther , Andreas Dietrich , Michael Scherbaum , Hans-Peter Seidel , Philipp Slusallek, Exploring the use of ray tracing for future games, Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames, p.41-50, July 30-31, 2006, Boston, Massachusetts
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INDEX TERMS
Primary Classification:
I.
Computing Methodologies
I.3
COMPUTER GRAPHICS
I.3.3
Picture/Image Generation
Subjects:
Antialiasing**
Additional Classification:
I.
Computing Methodologies
I.3
COMPUTER GRAPHICS
I.3.3
Picture/Image Generation
Subjects:
Viewing algorithms;
Bitmap and framebuffer operations;
Display algorithms
I.3.7
Three-Dimensional Graphics and Realism
Subjects:
Color, shading, shadowing, and texture;
Radiosity;
Animation
Keywords:
Monte Carlo integration,
accumulation buffer,
hardware,
jittered low discrepany sampling,
photorealism,
quasi-Monte Carlo integration,
quasi-random walk,
radiance equation,
radiosity,
realtime rendering algorithms,
shading
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