source: GTP/trunk/Lib/Vis/Preprocessing/manual/Bib/shadow.bib @ 2066

Revision 2066, 55.7 KB checked in by mattausch, 17 years ago (diff)

worked on integration manual

Line 
1% shadow.bib: bibliography on shadow algorithms,
2%     direct illumination,
3%     area light sources,
4%     soft shadows,
5%     texture mapping on graphics workstations,
6% and related topics including hemicubes and form factor calculation.
7%
8% Paul Heckbert, January 1997
9%
10% many entries copied from the CS bibliography at
11% http://liinwww.ira.uka.de/bibliography/index.html
12
13@INPROCEEDINGS{Herf96sketch,
14AUTHOR={Michael Herf and Paul S. Heckbert},
15TITLE={Fast Soft Shadows},
16BOOKTITLE={Visual Proceedings, SIGGRAPH 96},
17MONTH={Aug.},
18YEAR={1996},
19PAGES={145},
20KEYWORDS={penumbra, graphics workstation, accumulation buffer, texture mapping},
21}
22
23@TECHREPORT{Heckbert97shadow,
24AUTHOR={Paul S. Heckbert and Michael Herf},
25TITLE={Simulating Soft Shadows with Graphics Hardware},
26INSTITUTION={CS Dept., Carnegie Mellon U.},
27MONTH={Jan.},
28YEAR=1997,
29NOTE={CMU-CS-97-104, http://www.cs.cmu.edu/~ph},
30KEYWORDS={penumbra, texture mapping, graphics workstation,
31interaction, real-time, SGI Reality Engine},
32}
33
34@MISC{Herf97shadow,
35AUTHOR={Michael Herf and Paul S. Heckbert},
36TITLE={Soft Shadow Textures},
37NOTE={Submitted for publication},
38YEAR=1997,
39}
40
41@INPROCEEDINGS{Nishita83,
42AUTHOR={Tomoyuki Nishita and Eihachiro Nakamae},
43TITLE={Half-Tone Representation of 3-{D} Objects Illuminated by Area Sources
44or Polyhedron Sources},
45BOOKTITLE={COMPSAC '83, Proc. IEEE 7th Intl. Comp. Soft.
46and Applications Conf.},
47MONTH={Nov.},
48YEAR={1983},
49PAGES={237-242},
50KEYWORDS={shading, shadow, penumbra},
51}
52
53@INPROCEEDINGS{Nakamae84,
54AUTHOR={Eihachiro Nakamae and Hideo Yamashita and Kohichi Harada and Tomoyuki Nishita},
55TITLE={Computer Graphics for Visualizing Simulation Results},
56BOOKTITLE={Eurographics '84},
57MONTH={Sept.},
58YEAR={1984},
59PAGES={419-432},
60KEYWORDS={shadow, penumbra},
61}
62
63@ARTICLE{Nishita85,
64AUTHOR={Tomoyuki Nishita and Eihachiro Nakamae},
65TITLE={Continuous Tone Representation of 3-{D} Objects Taking Account of
66Shadows and Interreflection},
67JOURNAL={Computer Graphics
68(SIGGRAPH '85 Proceedings)},
69VOLUME={19},
70NUMBER={3},
71MONTH={July},
72YEAR={1985},
73PAGES={23-30},
74KEYWORDS={shading, penumbra, radiosity},
75}
76
77@TECHREPORT{Campbell91tr1,
78AUTHOR={Campbell, III, A. T. and Donald S. Fussell},
79TITLE={Analytic Illumination with Polygonal Light Sources},
80NOTE={TR-91-15},
81INSTITUTION={CS Dept, U of Texas at Austin},
82MONTH={April},
83YEAR={1991},
84KEYWORDS={shadow},
85ANNOTE={object space shadow algorithm, like Nishita83},
86}
87
88@TECHREPORT{Campbell91tr2,
89AUTHOR={Campbell, III, A. T. and Donald S. Fussell},
90TITLE={An Analytic Approach to Illumination with Area Light Sources},
91NOTE={TR-91-25},
92INSTITUTION={CS Dept, U of Texas at Austin},
93MONTH={August},
94YEAR={1991},
95KEYWORDS={shadow},
96ANNOTE={An early draft of chapters 5 and 6 of his dissertation},
97}
98
99@MastersThesis{Woo89,
100       author =       "Andrew C. H. Woo",
101       title =        "Accelerators for Shadow Determination in Ray Tracing",
102       pages =        "136",
103       month =        feb,
104       year =         "1989",
105       school =       "Department of Computer Science, University of
106                      Toronto",
107       keywords =     "ray tracing, regular grid subdivision, voxel, shadow,
108        efficiency, cull",
109     }
110
111@InProceedings{Woo90voxel,
112author =       "Andrew Woo and John Amanatides",
113title =        "Voxel Occlusion Testing: {A} Shadow Determination
114Accelerator for Ray Tracing",
115pages =        "213--220",
116booktitle =      "Proceedings of Graphics Interface '90",
117year =         "1990",
118month =        may,
119conference =   "Halifax, Canada",
120keywords =     "grid, intersection culling, occlusion, penumbra, ray
121tracing, shadows, umbra, voxel traversal",
122abstract =       "
123A shadow determination accelerator for ray tracing is
124presented. It is built on top of the uniform voxel
125traversal grid structure. The accelerator proves to be
126rather efficient, requires little additional memory and
127the worst case scenario per shadow determination just
128reduces down to traditional voxel traversal. It can
129also be extended to model linear, area lights, as well
130as atmospheric shadows.
131",
132}
133
134@ARTICLE{Woo90survey,
135AUTHOR={Andrew Woo and Pierre Poulin and Alain Fournier},
136TITLE={A Survey of Shadow Algorithms},
137JOURNAL={IEEE Computer Graphics and Applications},
138VOLUME={10},
139NUMBER={6},
140MONTH={Nov.},
141YEAR={1990},
142PAGES={13-32},
143ABSTRACT={
144Essential to realistic and visually appealing images,
145shadows are difficult to compute in most display
146environments. This survey characterizes the various
147types of shadows. It also describes most existing
148shadow algorithms and discusses their complexities,
149advantages, and shortcomings. We examine hard shadows,
150soft shadows, shadows of transparent objects, and
151shadows for complex modeling primitives. For each type,
152we examine shadow algorithms within various rendering
153techniques. This survey attempts to provide readers
154with enough background and insight on the various
155methods to allow them to choose the algorithm best
156suited to their needs. We also hope that our analysis
157will help identify the areas that need more research
158and point to possible solutions.
159},
160}
161
162@INCOLLECTION{Woo92,
163AUTHOR={Andrew Woo},
164TITLE={The Shadow Depth Map Revisited},
165BOOKTITLE={Graphics Gems III},
166EDITOR={David Kirk},
167PUBLISHER={Academic Press},
168ADDRESS={Boston, MA},
169YEAR={1992},
170PAGES={338-342, 582},
171KEYWORDS={z-buffer shadow, aliasing},
172annote =         "includes code",
173}
174
175@Article{Woo93,
176       author =       "Andrew Woo",
177       title =        "Efficient shadow computations in ray tracing",
178       journal =      "IEEE Computer Graphics and Applications",
179       pages =        "78--83",
180       volume =       "13",
181       number =       "5",
182       month =        sep,
183       year =         "1993",
184       annote =       "Two simple techniques speed up shadows in ray tracing.
185                      Both require little memory and easily extend to other
186                      ray types. One can also benefit radiosity-related
187                      computations.",
188     }
189
190@InProceedings{Poulin90shadow,
191       author =       "Pierre Poulin and John Amanatides",
192       title =        "Shading and Shadowing with Linear Light Sources",
193       pages =        "377--386",
194       booktitle =    "Eurographics '90",
195       year =         "1990",
196       month =        sep,
197       publisher =    "North-Holland",
198       keywords =     "soft shadow",
199     }
200
201
202@ARTICLE{Bao93,
203AUTHOR={Hujun Bao and Qunsheng Peng},
204TITLE={Shading Models for Linear and Area Light Sources},
205JOURNAL={Computers and Graphics},
206VOLUME={17},
207NUMBER={2},
208YEAR={1993},
209PAGES={137-145},
210KEYWORDS={shadow, penumbra},
211}
212
213@INPROCEEDINGS{Vedel93,
214AUTHOR={Christophe Vedel},
215TITLE={Computing Illumination from Area Light Sources by Approximate Contour
216Integration},
217BOOKTITLE={Proc. Graphics Interface '93},
218PUBLISHER={Canadian Inf. Proc. Soc.},
219ADDRESS={Toronto, Ontario},
220MONTH={May},
221YEAR={1993},
222PAGES={237-244},
223KEYWORDS={shadow, penumbra},
224}
225
226@InProceedings{Chin90,
227AUTHOR={Norman Chin and Steven Feiner},
228TITLE={Near Real-Time Shadow Generation Using {BSP} Trees},
229booktitle={Proceedings of SIGGRAPH '90},
230MONTH={Aug.},
231YEAR={1990},
232PAGES={99-106},
233}
234
235@INPROCEEDINGS{Chin92,
236AUTHOR={Norman Chin and Steven Feiner},
237TITLE={Fast Object-Precision Shadow Generation for Area Light Sources using
238{BSP} Trees},
239BOOKTITLE={1992 Symp. on Interactive 3D Graphics},
240PUBLISHER={ACM SIGGRAPH},
241MONTH={Mar.},
242YEAR={1992},
243PAGES={21-30},
244}
245
246@TechReport{Chin90t,
247       author =       "Norman Chin",
248       title =        "Near Real-Time Object-Precision Shadow Generation
249                      Using {BSP} Trees---Master Thesis",
250       institution =  "University of Columbia",
251       number =       "CUCS-068-90",
252       year =         "1990",
253       abstract =     "This master's thesis describes an object-precision
254                      shadow generation algorithm for static polygonal
255                      environments illuminated by movable point light
256                      sources. The algorithm can be easily implemented on any
257                      graphics system that provides fast polygon
258                      scan-conversion and achieves near real-time performance
259                      for environments of modest size. It combines elements
260                      of two kinds of current shadow generation algorithms:
261                      two-pass object-precision approaches and shadow volume
262                      approaches. This algorithm is an example of a new
263                      paradigm for shadow generation. Previously, the
264                      shadowing the problem can be viewed as solving the
265                      visible-surface problem from the point of view of a
266                      point light source. Another way to look at them, is
267                      from a geometric modeling point of view. By creating
268                      shadow volumes and then classifying polygons
269                      analytically against it, shadows can also be computed.
270                      Several optimizations are discussed. A way of reducing
271                      the amount of polygon fragmentation is shown by
272                      coalescing the fragments on the fly. Two methods of
273                      parallelizing the algorithm is presented. One method
274                      determines shadow fragments in parallel for a given
275                      light source. And more importantly, a method to handle
276                      shadowing from multiple point light sources independent
277                      of the number of light sources on workstations with
278                      alpha blending capabilities is described. Finally this
279                      algorithm has been extended to generate soft shadows by
280                      modeling area light sources. By initially meshing the
281                      scene into penumbra/umbra regions, and by adaptively
282                      meshing the penumbra regions with concentric contours
283                      similiar in shape to the outer penumbra region and by
284                      applying the point light source shadow algorithm to
285                      compute what fraction of an area light source is seen
286                      by a point to be rendered in the interior of the
287                      penumbra region and finally, by smooth shading the
288                      results, fuzzy shadows can be rendered. The future work
289                      section talks about combining all of the above to
290                      produce higher quality shadows in radiosity
291                      environments through adaptive meshing of the scene
292                      along penumbra/umbra boundaries via the area light
293                      source shadow algorithm and through analytically
294                      computing form-factors via the point light source
295                      shadow algorithm. Pseudocode is provided along with
296                      pictures and timings from an interactive
297                      implementation.",
298     }
299
300@InProceedings{Fuchs80,
301AUTHOR={Henry Fuchs and Zvi M. Kedem and Bruce F. Naylor},
302TITLE={On Visible Surface Generation by A Priori Tree Structures},
303booktitle={Proceedings of SIGGRAPH '80},
304MONTH={July},
305YEAR={1980},
306PAGES={124-133},
307KEYWORDS={hidden surface, BSP tree},
308}
309
310@ARTICLE{Brotman84,
311AUTHOR={Lynne Shapiro Brotman and Norman I. Badler},
312TITLE={Generating Soft Shadows with a Depth Buffer Algorithm},
313JOURNAL={IEEE Computer Graphics and Applications},
314VOLUME={4},
315NUMBER={10},
316MONTH={Oct.},
317YEAR={1984},
318PAGES={5-24},
319}
320
321@ARTICLE{Crow77,
322AUTHOR={Franklin C. Crow},
323TITLE={Shadow Algorithms for Computer Graphics},
324JOURNAL={Computer Graphics
325(SIGGRAPH '77 Proceedings)},
326VOLUME={11},
327NUMBER={2},
328MONTH={Summer},
329YEAR={1977},
330}
331
332@INPROCEEDINGS{Meyer90,
333AUTHOR={U. Meyer},
334TITLE={Hemi-Cube Ray Tracing: A Method for Generating Soft Shadows},
335BOOKTITLE={Eurographics '90},
336PAGES={365-376},
337}
338
339@ARTICLE{Williams78,
340AUTHOR={Lance Williams},
341TITLE={Casting Curved Shadows on Curved Surfaces},
342JOURNAL={Computer Graphics
343(SIGGRAPH '78 Proceedings)},
344VOLUME={12},
345NUMBER={3},
346MONTH={Aug.},
347YEAR={1978},
348PAGES={270-274},
349}
350
351@ARTICLE{Reeves87,
352AUTHOR={William T. Reeves and David H. Salesin and Robert L. Cook},
353TITLE={Rendering Antialiased Shadows with Depth Maps},
354JOURNAL={Computer Graphics
355(SIGGRAPH '87 Proceedings)},
356VOLUME={21},
357NUMBER={4},
358MONTH={July},
359YEAR={1987},
360PAGES={283-291},
361}
362
363@ARTICLE{Atherton78,
364AUTHOR={Peter R. Atherton and Kevin Weiler and Donald P. Greenberg},
365TITLE={Polygon Shadow Generation},
366JOURNAL={Computer Graphics
367(SIGGRAPH '78 Proceedings)},
368VOLUME={12},
369NUMBER={3},
370MONTH={Aug.},
371YEAR={1978},
372PAGES={275-281},
373KEYWORDS={hidden surface},
374}
375
376@ARTICLE{Heckbert86,
377AUTHOR={Paul S. Heckbert},
378TITLE={Survey of Texture Mapping},
379JOURNAL={IEEE Computer Graphics and Applications},
380VOLUME={6},
381NUMBER={11},
382MONTH={Nov.},
383YEAR={1986},
384PAGES={56-67},
385}
386
387@ARTICLE{Heckbert90,
388AUTHOR={Paul S. Heckbert},
389TITLE={Adaptive Radiosity Textures for Bidirectional Ray Tracing},
390JOURNAL={Computer Graphics
391(SIGGRAPH '90 Proceedings)},
392VOLUME={24},
393NUMBER={4},
394MONTH={Aug.},
395YEAR={1990},
396PAGES={145-154},
397KEYWORDS={global illumination},
398}
399
400@PHDTHESIS{Heckbert91,
401AUTHOR={Paul S. Heckbert},
402TITLE={Simulating Global Illumination Using Adaptive Meshing},
403SCHOOL={CS Division, UC Berkeley},
404MONTH={June},
405YEAR={1991},
406NOTE={Tech. Report UCB/CSD 91/636},
407KEYWORDS={radiosity, ray tracing, adaptive mesh, integral equation,
408thermal radiation, visibility},
409}
410
411@ARTICLE{Diefenbach94,
412AUTHOR={Paul J. Diefenbach and Norman I. Badler},
413TITLE={Pipeline Rendering: Interactive Refractions, Reflections, and Shadows},
414JOURNAL={Displays},
415ANNOTE={Special issue on Interactive Computer Graphics},
416NOTE={http://www.cis.upenn.edu/~diefenba/home.html},
417VOLUME={15},
418NUMBER={3},
419YEAR={1994},
420PAGES={173-180},
421KEYWORDS={beam tracing, hardware, real time},
422}
423
424@PHDTHESIS{Diefenbach96,
425AUTHOR={Paul J. Diefenbach},
426TITLE={Pipeline Rendering: Interaction and Realism through Hardware-Based
427Multi-Pass Rendering},
428SCHOOL={U. of Pennsylvania},
429YEAR=1996,
430KEYWORDS={beam tracing, hardware, real time, Phong illumination},
431NOTE={http://www.cis.upenn.edu/~diefenba/home.html},
432}
433
434@INPROCEEDINGS{Diefenbach97inter,
435AUTHOR={Paul J. Diefenbach and Norman I. Badler},
436title={Multi-pass Pipeline Rendering: Realism for Dynamic Environments},
437BOOKTITLE={1997 Symposium on Interactive 3D Graphics},
438publisher={ACM SIGGRAPH},
439YEAR=1997,
440KEYWORDS={texture mapping},
441NOTE={To appear},
442}
443
444@InProceedings{Cohen85,
445AUTHOR={Michael F. Cohen and Donald P. Greenberg},
446TITLE={The Hemi-Cube: A Radiosity Solution for Complex Environments},
447JOURNAL={Computer Graphics (SIGGRAPH '85 Proceedings)},
448MONTH={July},
449YEAR={1985},
450PAGES={31-40},
451KEYWORDS={shading, diffuse reflection},
452}
453
454@ARTICLE{Cohen88,
455AUTHOR={Michael F. Cohen and Shenchang Eric Chen and John R. Wallace and Donald P. Greenberg},
456TITLE={A Progressive Refinement Approach to Fast Radiosity Image Generation},
457JOURNAL={Computer Graphics
458(SIGGRAPH '88 Proceedings)},
459VOLUME={22},
460NUMBER={4},
461MONTH={Aug.},
462YEAR={1988},
463PAGES={75-84},
464ANNOTE={progressive radiosity},
465}
466
467@BOOK{Cohen93,
468AUTHOR={Michael F. Cohen and John R. Wallace},
469TITLE={Radiosity and Realistic Image Synthesis},
470PUBLISHER={Academic Press},
471ADDRESS={Boston},
472YEAR={1993},
473}
474
475@ARTICLE{Cook86,
476AUTHOR={Robert L. Cook},
477TITLE={Stochastic Sampling in Computer Graphics},
478JOURNAL={ACM Trans. on Graphics},
479VOLUME={5},
480NUMBER={1},
481MONTH={Jan.},
482YEAR={1986},
483PAGES={51-72},
484KEYWORDS={ray tracing, antialiasing, motion blur},
485ANNOTE={came out 1987},
486}
487
488@ARTICLE{Baum91,
489AUTHOR={Daniel R. Baum and Stephen Mann and Kevin P. Smith and James M. Winget},
490TITLE={Making Radiosity Usable: Automatic Preprocessing and Meshing Techniques
491for the Generation of Accurate Radiosity Solutions},
492MONTH={July},
493YEAR={1991},
494JOURNAL={Computer Graphics
495(SIGGRAPH '91 Proceedings)},
496VOLUME={25},
497NUMBER={4},
498PAGES={51-60},
499KEYWORDS={mesh generation},
500}
501
502@ARTICLE{Hanrahan91,
503AUTHOR={Pat Hanrahan and David Salzman and Larry Aupperle},
504TITLE={A Rapid Hierarchical Radiosity Algorithm},
505MONTH={July},
506YEAR={1991},
507JOURNAL={Computer Graphics
508(SIGGRAPH '91 Proceedings)},
509VOLUME={25},
510NUMBER={4},
511PAGES={197-206},
512ANNOTE={adaptive sampling of kernel in quadtree-like fashion
513motivated by Greengard's fast n-body algorithm},
514}
515
516@INPROCEEDINGS{Heckbert92discon,
517AUTHOR={Paul S. Heckbert},
518TITLE={Discontinuity Meshing for Radiosity},
519BOOKTITLE={Third Eurographics Workshop on Rendering},
520MONTH={May},
521YEAR={1992},
522ADDRESS={Bristol, UK},
523PAGES={203-216},
524KEYWORDS={radiosity, adaptive mesh, visibility},
525}
526
527@ARTICLE{Lischinski92,
528AUTHOR={Dani Lischinski and Filippo Tampieri and Donald P. Greenberg},
529TITLE={Discontinuity Meshing for Accurate Radiosity},
530JOURNAL={IEEE Computer Graphics and Applications},
531VOLUME={12},
532NUMBER={6},
533MONTH={November},
534YEAR={1992},
535PAGES={25-39},
536}
537
538@PHDTHESIS{Campbell91,
539        AUTHOR = {Campbell, III, A. T.},
540        TITLE = "Modeling Global Diffuse Illumination for Image Synthesis",
541        SCHOOL = "CS Dept, University of Texas at Austin",
542        YEAR = 1991,
543        MONTH = {Dec.},
544        NOTE = {Tech. Report TR-91-39},
545        keywords = {mesh generation, radiosity, penumbra, shadow},
546       pages =        "155",
547       keywords =     "Computational geometry data structure diffuse global
548                      illumination mesh generation optimization penumbra
549                      radiosity sampling shadow.",
550       abstract =     "Rapid developments in the design of algorithms for
551                      rendering globally illuminated scenes have taken place
552                      in the past five years. Net energy methods such as
553                      radiosity algorithms have become effective at
554                      computing the energy balance for scenes containing
555                      diffusely reflecting objects. Such methods first break
556                      up a scene description into a large set of elements, or
557                      possibly several levels of elements. Energy transfers
558                      among these elements are then determined using a
559                      variety of means. While much progress has been made in
560                      the design of energy transfer algorithms, little or no
561                      attention has been paid to the proper generation of the
562                      mesh of surface elements. This dissertation presents a
563                      technique for adaptively creating a mesh of surface
564                      elements as the energy transfers are computed. The
565                      method allows large numbers of small elements to be
566                      placed at parts of the scene where the most active
567                      energy transfers occur without requiring that other
568                      parts of the scene be subdivided needlessly to the same
569                      degree. As a result, the computational effort in the
570                      energy transfer computations can be concentrated where
571                      it has the most effect. Since the sources of direct and
572                      indirect illumination in the scene are polygonal
573                      elements, the effects of light sources with finite area
574                      must be computed. Most methods simplify the problem by
575                      approximating the area source with a collection of
576                      point sources. We present an object space algorithm to
577                      model illumination from polygonal light sources
578                      analytically. The result is a collection of
579                      smooth-shaded polygonal facets that may be rendered
580                      from any viewing position. Binary Space Partitioning
581                      trees are used to compute umbra and penumbra boundaries
582                      efficiently. Fast analytic techniques are developed
583                      for illumination calculations. Numerical optimization
584                      methods ensure that the shading function is sampled
585                      finely enough to find all significant illumination
586                      gradations. Illumination calculations are optimized to
587                      concentrate computational effort on parts of the scene
588                      where they are most needed.",
589       note =         "price (\$5.00)",
590     }
591
592
593
594@ARTICLE{Ward88,
595AUTHOR={Gregory J. Ward and Francis M. Rubinstein and Robert D. Clear},
596TITLE={A Ray Tracing Solution for Diffuse Interreflection},
597JOURNAL={Computer Graphics
598(SIGGRAPH '88 Proceedings)},
599VOLUME={22},
600NUMBER={4},
601MONTH={Aug.},
602YEAR={1988},
603PAGES={85-92},
604ANNOTE={cache diffuse samples},
605}
606
607@InProceedings{ward91a,
608       author =       "Gregory Ward",
609       title =        "Adaptive shadow testing for ray tracing",
610       booktitle =    "Eurographics Workshop on Rendering",
611       month = "May",
612       year =         "1991",
613       conference =   "Barcelona",
614       pages =        "11--20",
615       keywords =     "efficiency",
616       abstract =       "Method for reducing the number of shadow rays for
617                      scenes with a large number of light sources. The
618                      sources are sorted on their contribution, and only for
619                      the most important sources rays are cast. The influence
620                      of the other sources is estimated statistically. Tests
621                      are done with different tolerances (threshold to
622                      determine whether sources are important) and
623                      certainties (rate of accuracy). The method gives good
624                      reduction and is able to find the most important
625                      shadows because it selects contrast as criterion.",
626       annote =         "avoid shooting rays at lights determined to not affect
627                      perception of image",
628     }
629
630@TECHREPORT{Garland95tr,
631AUTHOR={Michael Garland and Paul S. Heckbert},
632TITLE={Fast Polygonal Approximation of Terrains and Height Fields},
633INSTITUTION={CS Dept., Carnegie Mellon U.},
634MONTH={Sept.},
635YEAR={1995},
636NOTE={CMU-CS-95-181, http://www.cs.cmu.edu/~garland/scape},
637KEYWORDS={surface simplification, Delaunay triangulation,
638data-dependent triangulation, triangulated irregular network, TIN,
639multiresolution modeling, greedy insertion},
640}
641
642@ARTICLE{Blinn88,
643AUTHOR={James F. Blinn},
644TITLE={Me and My (Fake) Shadow},
645JOURNAL={IEEE Computer Graphics and Applications},
646VOLUME={8},
647NUMBER={1},
648MONTH={Jan.},
649YEAR={1988},
650PAGES={82-86},
651KEYWORDS={projection, homogeneous matrix},
652}
653
654@ARTICLE{Heidmann91,
655AUTHOR={Tim Heidmann},
656TITLE={Real Shadows, Real Time},
657JOURNAL={Iris Universe},
658NOTE={Silicon Graphics, Inc.},
659VOLUME={18},
660YEAR={1991},
661PAGES={28-31},
662KEYWORDS={soft shadow, SGI Reality Engine, stencil buffer, shadow volume},
663ANNOTE={includes C, GL code},
664}
665
666@PHDTHESIS{Grant92,
667AUTHOR={Charles W. Grant},
668TITLE={Visibility Algorithms in Image Synthesis},
669SCHOOL={U. of California, Davis},
670YEAR={1992},
671KEYWORDS={z buffer, ray tracing, shadow, taxonomy},
672annote={partial electronic version available from grant1@llnl.gov,
673A successor to Sutherland-Sproull-Schumacker, Comput. Surv. 74},
674}
675
676@ARTICLE{Tessman89,
677AUTHOR={Thant Tessman},
678TITLE={Casting Shadows on Flat Surfaces},
679JOURNAL={Iris Universe},
680NOTE={Silicon Graphics, Inc.},
681MONTH={Winter},
682YEAR={1989},
683PAGES={16-19},
684KEYWORDS={projection, homogeneous matrix},
685ANNOTE={includes C, GL code},
686}
687
688@BOOK{Neider93,
689AUTHOR={Jackie Neider and Tom Davis and Mason Woo},
690TITLE={{OpenGL} Programming Guide},
691PUBLISHER={Addison-Wesley},
692ADDRESS={Reading MA},
693YEAR={1993},
694KEYWORDS={computer graphics, graphics workstation, SGI},
695ANNOTE={shadows on a plane p. 401},
696}
697
698@BOOK{McReynolds96,
699editor={Tom McReynolds},
700title={Programming with {OpenGL}: Advanced Rendering},
701note={SIGGRAPH '96 course notes},
702year=1996,
703keywords={Silicon Graphics, graphics workstation,
704texture mapping, stencil buffer, accumulation buffer, shadow},
705annote={article and code at
706http://www.sgi.com/Technology/openGL/advanced_sig96.html},
707}
708
709@INPROCEEDINGS{Akeley93,
710AUTHOR={Kurt Akeley},
711TITLE={{RealityEngine} Graphics},
712BOOKTITLE={SIGGRAPH '93 Proc.},
713MONTH={Aug.},
714YEAR={1993},
715PAGES={109-116},
716KEYWORDS={hardware, texture mapping, graphics workstation, SGI},
717}
718
719@ARTICLE{Clark76,
720AUTHOR={James H. Clark},
721TITLE={Hierarchical Geometric Models for Visible Surface Algorithms},
722JOURNAL={CACM},
723VOLUME={19},
724NUMBER={10},
725MONTH={Oct.},
726YEAR={1976},
727PAGES={547-554},
728KEYWORDS={bounding volume, spatial data structure},
729}
730
731@ARTICLE{Haeberli90accum,
732AUTHOR={Paul Haeberli and Kurt Akeley},
733TITLE={The Accumulation Buffer: Hardware Support for High-Quality Rendering},
734JOURNAL={Computer Graphics (SIGGRAPH '90 Proceedings)},
735VOLUME={24},
736NUMBER={4},
737MONTH={Aug.},
738YEAR={1990},
739PAGES={309-318},
740KEYWORDS={antialiasing, motion blur, depth of field,
741soft shadows, stochastic sampling},
742}
743
744@ARTICLE{Segal92,
745AUTHOR={Mark Segal and Carl Korobkin and Rolf van Widenfelt and Jim Foran
746and Paul Haeberli},
747TITLE={Fast Shadows and Lighting Effects using Texture Mapping},
748JOURNAL={Computer Graphics (SIGGRAPH '92 Proceedings)},
749VOLUME={26},
750NUMBER={2},
751MONTH={July},
752YEAR={1992},
753PAGES={249-252},
754KEYWORDS={perspective, scan conversion},
755}
756
757@ARTICLE{Chen90,
758   author = "Shenchang Eric Chen",
759   title = "Incremental Radiosity: An Extension of Progressive
760          Radiosity to an Interactive Image Synthesis System",
761   pages = "135-144",
762   journal = "Computer Graphics (SIGGRAPH '90 Proceedings)",
763   volume = "24",
764   number = "4",
765   year = "1990",
766   month = "August",
767   keywords = "animation",
768}
769
770@InCollection{Chen91prograd,
771       author =       "Shenchang Eric Chen",
772       editor =       "James Arvo",
773       title =        "Implementing Progressive Radiosity with User-Provided
774                      Polygon Display Routines",
775       booktitle =    "Graphics Gems II",
776       pages =        "295-298, 583-597",
777       publisher =    "Academic Press Professional",
778       address =      "Boston, MA",
779       year =         "1991",
780       note =         "includes code",
781     }
782
783@Article{george90a,
784       author =       "David W. George and Francois X. Sillion and Donald P.
785                      Greenberg",
786       title =        "Radiosity Redistribution for Dynamic Environments",
787       journal =      "IEEE Computer Graphics and Applications",
788       pages =        "26--34",
789       volume =       "10",
790       number =       "4",
791       month =        jul,
792       year =         "1990",
793       keywords =     "radiosity, animation, interaction, shadow, negative
794                      radiosity",
795       annote =       "They present a modification to the progressive
796                      radiosity to allow faster radiosity computation for
797                      animation sequences where objects can be added, moved,
798                      removed or their surface changed properties. When an
799                      object is added, radiosity is shot onto these new
800                      patches. A shadow volume is determined and a negative
801                      radiosity is shot to the patches in shadow. When an
802                      object is moved, it is removed from the scene and added
803                      to the new position, the radiosity being recomputed at
804                      each step. The radiosity recomputed is based on two
805                      strategies: redistribute first or interleave
806                      redistribution and propagation. Some heuristics are
807                      presented to choose the most important patches. This
808                      solution is good when just a few objects are involved
809                      but as the complexity of the scenes and mostly moving
810                      objects increases, the algorithm lost of its
811                      interest.",
812     }
813
814@INCOLLECTION{Sillion91shadow,
815AUTHOR={Francois Sillion},
816TITLE={Detection of Shadow Boundaries for Adaptive Meshing in Radiosity},
817EDITOR={James Arvo},
818BOOKTITLE={Graphics Gems II},
819PAGES={311-315},
820PUBLISHER={Academic Press},
821ADDRESS={Boston MA},
822YEAR={1991},
823KEYWORDS={discontinuity meshing},
824}
825
826@Article{haines86a,
827       author =       "Eric A. Haines and Donald P. Greenberg",
828       title =        "The Light Buffer: {A} Ray Tracer Shadow Testing
829                      Accelerator",
830       pages =        "6--16",
831       journal =      "IEEE Computer Graphics and Applications",
832       volume =       "6",
833       number =       "9",
834       year =         "1986",
835       month =        sep,
836       keywords =     "shading, ray tracing, shadows, ray tracing shadow
837                      cull",
838       abstract =       "In one area of computer graphics, realistic image
839                      synthesis, the ultimate goal is to produce a picture
840                      indistinguishable from a photograph of a real
841                      environment. A particularly powerful technique for
842                      simulating light reflection---an important element in
843                      creating this realism---is called ray tracing. This
844                      method produces images of excellent quality, but
845                      suffers from lengthy computation time that limits its
846                      practical use. \\ This article presents a new method to
847                      reduce shadow testing time during ray tracing. The
848                      technique involves generating light buffers, each of
849                      which partition the environment with respect to an
850                      individual light source. These partition descriptions
851                      are then used during shadow testing to quickly
852                      determine a small subset of objects that may have to be
853                      tested for intersection. \\ The results of timing tests
854                      illustrate the beneficial performance of these
855                      techniques. The tests compare the standard ray-tracing
856                      algorithm to light buffers of varying resolution.",
857     }
858
859
860@InProceedings{bouville88a,
861       author =       "C. Bouville and J. L. Dubois and I. Marchal and M. L.
862                      Viaud",
863       title =        "Monte-Carlo integration applied to an illumination
864                      model",
865       pages =        "483--498",
866       booktitle =    "Eurographics '88",
867       year =         "1988",
868       month =        sep,
869       editor =       "D. A. Duce and P. Jancene",
870       publisher =    "North-Holland",
871       conference =   "European Computer Graphics Conference and Exhibition;
872                      held in Nice, France; 12 -- 16 September 1988",
873       keywords =     "illumination model",
874       abstract =       "The use of Monte-Carlo integration together with
875                      stochastic sampling is very useful for dealing with the
876                      scattering phenomena that occur in the propagation and
877                      reflection of light. In this paper, these techniques
878                      have been applied to the implementation of a
879                      physics-based global illumination model. The
880                      theoretical basis of this approach is presented briefly
881                      and various applications to realistic image are then
882                      described. This concerns the rendering of penumbra and
883                      scattered reflection effects, antialiasing and accurate
884                      color modelling through spectral integration. For all
885                      these applications, both theoretical and implementation
886                      aspects are developed and it is shown that stochastic
887                      techiques can provide very simple and efficient
888                      algorithms.",
889     }
890
891@InProceedings{Drettakis94,
892       author =       "George Drettakis and Eugene Fiume",
893       title =        "A Fast Shadow Algorithm for Area Light Sources Using
894                      Backprojection",
895       booktitle =    "SIGGRAPH '94 Proc.",
896       pages =        "223--230",
897       year =         "1994",
898       keywords =     "shadows, umbra, penumbra, discontinuity meshing,
899                      global illumination, backprojection",
900       note =
901"http://safran.imag.fr/Membres/George.Drettakis/pub.html",
902     }
903
904@InProceedings{Stewart94,
905       author =       "A. James Stewart and Sherif Ghali",
906       title =        "Fast Computation of Shadow Boundaries using Spatial
907                      Coherence and Backprojection",
908       booktitle =    "Proceedings of SIGGRAPH '94",
909       pages =        "231--238",
910       month =        jul,
911       year =         "1994",
912       keywords =     "shadows, backprojection, discontinuity mesh, aspect
913                      graphs, radiosity, visual events, efficient surface
914                      enumeration, spatial coherence",
915     }
916
917@InProceedings{Stewart93,
918       author =       "A. James Stewart and Sherif Ghali",
919       title =        "An Output Sensitive Algorithm for the Computation of
920                      Shadow Boundaries",
921       booktitle =    "Canadian Conference on Computational Geometry",
922       pages =        "291--296",
923       month =        aug,
924       year =         "1993",
925     }
926
927@InProceedings{haines91shaft,
928author =       "Eric Haines and John Wallace",
929title =        "Shaft culling for efficient ray-traced radiosity",
930booktitle =    "Eurographics Workshop on Rendering",
931month = "may",
932year =         "1991",
933conference =   "Barcelona",
934keywords =     "radiosity, ray tracing, bounding volumes",
935abstract =       "
936A shaft is a volume between an emitter and receiver. A
937list of enclosing boxes, c.q. patches that are in that
938volume is generated. The ray casting to determine
939visibility between emitter and receiver can be reduced
940by only testing the rays against the patches in the
941shaft. Methods to make the shafts, and to determine
942which object are in the shaft are given.
943",
944}
945
946@InProceedings{shirley91direct,
947       author =       "Peter Shirley and Changyaw Wang",
948       title =        "Direct lighting calculation by Monte Carlo
949                      integration",
950       booktitle =    "Eurographics Workshop on Rendering",
951       year =         "1991",
952       conference =   "held in Barcelona, Spain; 13-15 May 1991",
953       keywords =     "monte carlo, illumination",
954       abstract =       "Application of Monte Carlo techniques for rendering
955                      scenes with multiple light sources. Only one shadow ray
956                      per viewing ray is used. Some issues for the design of
957                      probability densities for light sources are given.",
958     }
959
960@InProceedings{kok91a,
961       author =       "Arjan Kok and Frederik Jansen",
962       title =        "Source selection for the direct lighting component in
963                      global illumination",
964       booktitle =    "Eurographics Workshop on Rendering",
965       year =         "1991",
966       conference =   "held in Barcelona, Spain; 13-15 May 1991",
967       keywords =     "two pass",
968       abstract =       "Describes criteria for deciding which patches should
969                      be considered to be light sources in a two pass method
970                      in which direct lighting component is calculated
971                      separately in the second pass.",
972     }
973
974@InCollection{Zimmerman95,
975       author =       "Kurt Zimmerman",
976       editor =       "Alan W. Paeth",
977       title =        "Direct Lighting Models for Ray Tracing with
978                      Cylindrical Lamps",
979       booktitle =    "Graphics Gems V",
980       pages =        "285--289",
981       publisher =    "Academic Press Professional",
982       address =      "Boston, MA",
983       year =         "1995",
984     }
985
986@INCOLLECTION{Zimmerman95twopass,
987AUTHOR={Kurt Zimmerman and Peter Shirley},
988TITLE={A Two-Pass Realistic Image Synthesis Method for Complex Scenes},
989BOOKTITLE={Rendering Techniques '95 (Proceedings of the Sixth Eurographics
990Workshop on Rendering)},
991PUBLISHER={Springer-Verlag},
992ADDRESS={NY},
993PAGES={284-295},
994YEAR=1995,
995NOTE={Also ftp://ftp.cs.indiana.edu/pub/techreports/TR434.ps.Z},
996KEYWORDS={shadow},
997}
998
999@InCollection{Wang92,
1000       author =       "Changyaw Wang",
1001       editor =       "David Kirk",
1002       title =        "Physically Correct Direct Lighting for Distribution
1003                      Ray Tracing",
1004       booktitle =    "Graphics Gems III",
1005       pages =        "307-313, 562-568",
1006       publisher =    "Academic Press",
1007       address =      "Boston, MA",
1008       year =         "1992",
1009       keywords =     "monte carlo, area light source, soft shadows",
1010       annote =         "includes code",
1011     }
1012
1013@InProceedings{rossignac89b,
1014       author =       "J. Rossignac and J. Wu",
1015       title =        "Depth-interval buffer for hardware-assisted shading
1016                      from {CSG}: Accurate treatment of coincident faces and
1017                      shadows",
1018       booktitle =    "Fifth Eurographics Workshop on Graphics Hardware",
1019       year =         "1989",
1020       editor =       "D. Grimsdale and A. Kaufman",
1021       conference =   "held in Lausanne, Switzerland; 2-3 September 1989",
1022       keywords =     "hardware",
1023       annote =       "Discuss the role of a depth interval buffer using a
1024                      new version of the Trickle algorithm for handling
1025                      coincident faces and shadows with CSG
1026                      representations.",
1027     }
1028
1029
1030@article{Fuchs85sig,
1031       author =       "Henry Fuchs and Jack Goldfeather and Jeff P. Hultquist
1032and Susan Spach and John D. Austin and Brooks, Jr., Frederick P.
1033and John G. Eyles and John Poulton",
1034       title =        "Fast Spheres, Shadows, Textures, Transparencies, and
1035                      Image Enhancements in {Pixel-Planes}",
1036       pages =        "111--120",
1037       journal =      "Computer Graphics (SIGGRAPH '85 Proceedings)",
1038       volume =       "19",
1039       number =       "3",
1040       year =         "1985",
1041       month =        jul,
1042       keywords =     "pixel planes, parallel processing",
1043       annote =       "Fuchs' Pixel-Planes machine is explained in general.
1044                      See [Eyles 87] for a final report. Explanation of how
1045                      the machine can process linear equations, and gives
1046                      several algorithms for display. Also published in
1047                      Advances in Computer Graphics I, EUROGRAPHICS 86.",
1048     }
1049
1050@Article{eyles87a,
1051       author =       "John Eyles and John Austin and Henry Fuchs and Trey
1052                      Greer and John Poulton",
1053       title =        "{Pixel-Planes} 4: {A} Summary",
1054       pages =        "183--207",
1055       journal =      "Advances in Computer Graphics Hardware II, Record of
1056                      Second Eurographics Workshop on Graphics Hardware",
1057       year =         "1987",
1058       keywords =     "parallel processing",
1059       annote =       "A final report on the Pixel-Planes system. See also
1060                      [Fuchs 85].",
1061     }
1062
1063@InProceedings{amanatides84a,
1064       author =       "John Amanatides",
1065       title =        "Ray Tracing with Cones",
1066       pages =        "129--135",
1067       journal =      "Computer Graphics (SIGGRAPH '84 Proceedings)",
1068       volume =       "18",
1069       number =       "3",
1070       year =         "1984",
1071       month =        jul,
1072       conference =   "held in Minneapolis, Minnesota; 23--27 July 1984",
1073       keywords =     "cone tracing, antialiasing, I35 Ray Tracing",
1074       annote =       "ray tracing spheres and polygons with circular conical
1075                      rays A technique for antialiasing in ray tracing is
1076                      presented which utilizes cones instead of rays. Cones
1077                      prevent problems generally associated with point
1078                      sampling, and therefore allow for more natural images.
1079                      The mathematics involved seem only ``pretty'' for
1080                      spherical objects, so an acid test has yet to be
1081                      performed. \\ A new approach to ray tracing is
1082                      introduced. The definition of a ``ray'' is extended
1083                      into a cone by including information on the spread
1084                      angle and the virtual origin. The advantages of this
1085                      approach, which tries to model light propagation with
1086                      more fidelity, include a better method of antialiasing,
1087                      a way of calculating fuzzy shadows and dull
1088                      reflections, a method of calculating the correct level
1089                      of detail in a procedural model and texture map, and
1090                      finally, a procedure for faster intersection
1091                      calculation.",
1092     }
1093
1094@InProceedings{salesin89a,
1095       author =       "David Salesin and Jorge Stolfi",
1096       title =        "The {ZZ}-Buffer: a Simple and Efficient Rendering
1097                      Algorithm with Reliable Antialiasing",
1098       pages =        "451--466",
1099       journal =      "Proceedings of the PIXIM '89",
1100       year =         "1989",
1101       annote =       "The ZZ-buffer is a new rendering algorithm that is
1102                      simple, efficient, and produces high-quality images.
1103                      The algorithm correctly renders transparent surfaces,
1104                      shadows with real penumbrae, and depth of field
1105                      effects. The ZZ-buffer algorithm is substantially
1106                      faster than ray tracing an nearly as versatile. While
1107                      the ZZ-buffer is somewhat slower than the Z-buffer or
1108                      A-buffer, it avoids the aliasing and other artifacts of
1109                      these algorithms. The algorithm's efficiency comes from
1110                      a screen-space object indexing scheme, and from the use
1111                      of lazy evaluation for visibility tests. It achieves
1112                      reliable antialiasing by employing an adaptive form of
1113                      stochastic supersampling. The algorithm is simple
1114                      enough that we give most of its code here in this
1115                      paper. The algorithm has been implemented as part of a
1116                      commercial production system and has proved robust over
1117                      a large variety of images.",
1118     }
1119
1120@InProceedings{Muller:1994:FRR,
1121       author =       "Stefan Muller and Frank Schoffel",
1122       booktitle =    "Fifth Eurographics Workshop on Rendering",
1123       title =        "Fast Radiosity Repropagation for Interactive Virtual
1124                      Environments Using a Shadow-Form-Factor-List",
1125       address =      "Darmstadt, Germany",
1126       pages =        "325--342",
1127       month =        jun,
1128       year =         "1994",
1129       keywords =     "dynamic environments, shadow-form-factor-list, scene
1130                      coherence, radiosity repropagation, progressive
1131                      refinement radiosity",
1132       bibsource =    "sig-11-1994",
1133     }
1134
1135
1136@TechReport{Seales89,
1137       author =       "W. Brent Seales and Charles R. Dyer",
1138       title =        "Using the {ASP} for the Interactive Viewing of
1139                      Polyhedral Scenes",
1140       institution =  "University of Wisconsin",
1141       number =       "TR 903",
1142       month =        dec,
1143       year =         "1989",
1144       abstract =     "In this paper we discuss an approach for solving the
1145                      problem of interactively viewing a polyhedral scene.
1146                      Interactive viewing is the computation and display of
1147                      an interactively controlled sequence of views of a
1148                      scene corresponding to a viewer's movement along a
1149                      continuous viewpath. We present an algorithm for
1150                      generating such views with hidden-lines removed, and
1151                      consider extensions to solve the problem of generating
1152                      views with hidden-surfaces removed. The method relies
1153                      on a precomputation phase which constructs the {\it
1154                      aspect representation}, or asp. This representation can
1155                      be used to interactively view a polyhedral scene at
1156                      video rates with hidden-lines or surfaces removed. The
1157                      method exploits {\it viewpath coherence}, a form of
1158                      frame-to-frame coherence present in such a sequence of
1159                      views. The display of polyhedral line drawings with
1160                      hidden lines removed makes use of the topology of the
1161                      image line drawing and the pre-ordering of visual
1162                      events which change that topology. This approach is
1163                      extended to interactive viewing with hidden-surfaces
1164                      removed and with shading, shadows, and multiple light
1165                      sources. The set of object resolution polygons
1166                      representing the visible faces and the shadow polygons
1167                      for a single frame can be computed efficiently from the
1168                      previous frame using the asp. The hidden-line and
1169                      hidden-surface algorithms are closely related via the
1170                      asp. Interactive viewing with hidden-lines removed is
1171                      shown to be about as fast as the interactive display of
1172                      a wire-frame scene. The primary on-line cost of
1173                      hidden-surface interactive viewing is the cost
1174                      associated with scan converting the visible surfaces
1175                      and shadow polygons.",
1176     }
1177
1178@InProceedings{seales90a,
1179       author =       "W. Brent Seales and Charles R. Dyer",
1180       title =        "Shaded Rendering and Shadow Computation for Polyhedral
1181                      Animation",
1182       pages =        "175--182",
1183       journal =      "Proceedings of Graphics Interface '90",
1184       year =         "1990",
1185       month =        may,
1186       conference =   "held in Halifax, Nova Scotia; 14-18 May 1990",
1187       keywords =     "animation, aspect representation, hidden-surface
1188                      computation, interactive viewing, viewpath coherence",
1189     }
1190
1191@InProceedings{wanger92a,
1192       author =       "Leonard Wanger",
1193       title =        "The effect of shadow quality on the perception of
1194                      spatial relationships in computer generated imagery",
1195       pages =        "39--42",
1196       journal =      "Computer Graphics (1992 Symposium on Interactive 3D
1197                      Graphics)",
1198       volume =       "25",
1199       number =       "2",
1200       year =         "1992",
1201       month =        mar,
1202       editor =       "David Zeltzer",
1203       conference =   "held in Boston; 29 March - 1 April 1992",
1204       keywords =     "interactive tasks, spatial relations, cue theory",
1205     }
1206
1207@TechReport{QMW-DCS-521-1990a,
1208       author =       "M. Slater",
1209       title =        "Dynamic Modification Of Objects In 3{D} Scenes Using
1210                      Tiling And {A} {Z} -Buffer",
1211       institution =  "Queen Mary College, Department of Computer Science",
1212       year =         "1990",
1213       month =        nov,
1214       number =       "QMW-DCS-1990-521",
1215       scope =        "ace",
1216       abstract-url = "http://www.dcs.qmw.ac.uk/publications/report_abstracts/1990/521",
1217       keywords =     "Interactive 3D Graphics, Z-Buffer, Tiling, Shadows,
1218                      Graphica Objects, Segments.",
1219     }
1220
1221     @InProceedings{Chrysantho1995a,
1222         author =       "Yiorgos Chrysanthou and Mel Slater",
1223
1224       booktitle =    "ACM SIGGRAPH Symposium on Interactive 3D Graphics,
1225                      Monterey, CA",
1226       title =        "Shadow Volume {BSP} Trees for Computation of Shadows
1227                      in Dynamic Scenes",
1228       year =         "1995",
1229       month =        apr,
1230         pages =        "45--50",
1231
1232     }
1233
1234@Incollection{arvo89survey,
1235       author =       "James Arvo and David Kirk",
1236       title =        "A survey of ray tracing acceleration techniques",
1237       pages =        "201--262",
1238       booktitle =    "An introduction to ray tracing",
1239       year =         "1989",
1240       editor =       "Andrew S. Glassner",
1241       publisher =    "Academic Press",
1242     }
1243
1244@InProceedings{Arvo95irrad,
1245  author =       "James Arvo",
1246  title =        "Applications of Irradiance Tensors to the Simulation
1247                 of Non-Lambertian Phenomena",
1248  pages =        "335--342",
1249  booktitle =    "SIGGRAPH 95 Proceedings",
1250  year =         "1995",
1251  month =        aug,
1252  keywords={shadow, shading},
1253}
1254
1255@Article{Hourcade85,
1256       author =       "J. C. Hourcade and A. Nicolas",
1257       title =        "Algorithms for Antialiased Cast Shadows",
1258       pages =        "259--265",
1259       journal =      "Computers and Graphics",
1260       volume =       "9",
1261       number =       "3",
1262       year =         "1985",
1263       keywords =     "z-buffer shadow",
1264     }
1265
1266@InProceedings{Tanaka90,
1267       author =       "Toshimitsu Tanaka and Tokiichiro Takahashi",
1268       title =        "Cross Scanline Algorithm",
1269       pages =        "63--74",
1270       booktitle =    "Eurographics '90",
1271       year =         "1990",
1272       month =        sep,
1273       publisher =    "North-Holland",
1274     }
1275
1276@inproceedings{Tanaka91,
1277       author =       "Toshimitsu Tanaka and Tokiichiro Takahashi",
1278       title =        "Shading with Area Light Sources",
1279       booktitle =    "Eurographics '91",
1280       publisher =    "North-Holland",
1281       pages =        "235--246, 535--537",
1282       month =        sep,
1283       year =         "1991",
1284       annote = "no shadows",
1285     }
1286
1287@ARTICLE{Tanaka94,
1288       author =       "Toshimitsu Tanaka and Tokiichiro Takahashi",
1289       journal =      "Computer Graphics Forum",
1290       title =        "Cross Scan Buffer and its Applications",
1291       volume =       "13",
1292       number =       "3",
1293       publisher =    "Basil Blackwell Ltd",
1294       pages =        "467--376",
1295       year =         "1994",
1296       note =         "Eurographics '94 Conference issue",
1297     }
1298
1299@ARTICLE{Tanaka95,
1300       title =        "Fast Shadowing Algorithm for Linear Light Sources",
1301       author =       "Toshimitsu Tanaka and Tokiichiro Takahashi",
1302       journal =      "Computer Graphics Forum",
1303       volume =       "14",
1304       number =       "3",
1305       pages =        "205--216",
1306       year =         "1995",
1307       note =         "Eurographics '95 Conference issue",
1308     }
1309
1310@ARTICLE{Tanaka96,
1311title={Fast Analytic Shading and Shadowing for Area Light Sources},
1312author={Toshimitsu Tanaka and Tokiichiro Takahashi},
1313note={Submitted for publication},
1314year=1996,
1315annote={diffuse and specular surfaces},
1316}
1317
1318@ARTICLE{Max95,
1319AUTHOR={Nelson Max},
1320TITLE={Optimal Sampling for Hemicubes},
1321JOURNAL={IEEE Trans. on Visualization and Computer Graphics},
1322VOLUME={1},
1323NUMBER={1},
1324YEAR={1995},
1325KEYWORDS={hemicube, radiosity, form factor, sampling, variance, optimization},
1326ABSTRACT={
1327The hemicube estimates of form factors are based on a finite set of
1328sample directions. We obtain several optimal arrangements of sample
1329directions, which minimize the variance of these estimates. They are
1330based on changing the size or shape of the pixels or the shape of the
1331hemicube, or using non-uniform pixel grids. The best reduces the
1332variance by 43%.
1333
1334The variance calculation is based on the assumption that the errors in
1335the estimate are caused by the projections of single polygon edges, and
1336that the positions and orientations of these edges are random. This
1337replaces the infinite dimensional space of possible environments by the
1338two dimensional space of great circles on the unit sphere, making the
1339numerical variance minimization possible.
1340},
1341}
1342
1343@InProceedings{Myszkowski94,
1344       title =        "Texture Mapping as an Alternative for Meshing During
1345                      Walkthrough Animation",
1346       author =       "Karol Myszkowski and Tosiyasu L. Kunii",
1347       booktitle =    "Fifth Eurographics Workshop on Rendering",
1348       pages =        "375--388",
1349       month =        jun,
1350       year =         "1994",
1351       keywords =     "texture mapping, Gouraud shading, meshing, radiosity",
1352}
1353
1354@INPROCEEDINGS{Ayatsuka96,
1355TITLE={Penumbrae for 3D Interactions},
1356AUTHOR={Yuji Ayatsuka and Satoshi Matsuoka and Jun Rekimoto},
1357BOOKTITLE={9th Annl. Symp. for User Interface Software and Technology (UIST96)},
1358MONTH={Nov.},
1359YEAR=1996,
1360PAGES={165-166},
1361ABSTRACT={
1362We propose a new feedback technique for 3D interaction in augmented
1363reality using penumbrae which the objects cast. Rather than generating
1364a real penumbra, which is computationally expensive, a fast, simplified
1365algorithm is employed, which also is better suited for position
1366feedback purposes. User studies show that 1) compared to orthographic
1367shadow projections, 3D spatial recognition and placement tasks are
1368substantially faster with our penumbrae, and 2) the users feel the
1369feedback to be more natural, which is especially important in augmented
1370reality.
1371from http://www-masuda.is.s.u-tokyo.ac.jp/~aya/works/penumbra.html
1372},
1373}
1374
1375@TECHREPORT{Goslin95,
1376author={Michael Goslin},
1377title={Illumination as Texture Maps for Faster Rendering},
1378SCHOOL={Dept. of CS, U. of North Carolina, Chapel Hill},
1379year=1995,
1380note={TR 95-042},
1381keywords={texture mapping, radiosity, walkthrough, graphics workstation},
1382note={ftp://ftp.cs.unc.edu/pub/publications/techreports/95.html},
1383}
1384
1385@TECHREPORT{Bastos96,
1386AUTHOR={Rui Bastos and Michael Goslin and Hansong Zhang},
1387TITLE={Efficient Rendering of Radiosity Using Textures and Bicubic
1388Reconstruction},
1389NOTE={TR 96-025},
1390INSTITUTION={Dept. of CS, U. of North Carolina at Chapel Hill},
1391YEAR=1996,
1392KEYWORDS={texture mapping},
1393NOTE={http://www.cs.unc.edu/~bastos/radiosity.html},
1394annote={also available at
1395ftp://ftp.cs.unc.edu/pub/publications/techreports/96.html},
1396}
1397
1398@INPROCEEDINGS{Bastos97,
1399AUTHOR={Rui Bastos and Michael Goslin and Hansong Zhang},
1400TITLE={Efficient Radiosity Rendering using Textures and Bicubic Reconstruction},
1401BOOKTITLE={1997 Symposium on Interactive 3D Graphics},
1402publisher={ACM SIGGRAPH},
1403YEAR=1997,
1404KEYWORDS={texture mapping},
1405NOTE={To appear.
1406http://www.cs.unc.edu/~bastos/radiosity.html},
1407}
1408
1409@Article{Appel67qi,
1410author =       "Arthur Appel",
1411title =        "The Notion of Quantitative Invisibility and the
1412Machine Rendering of Solids",
1413year =         "1967",
1414journal =      "Proc. ACM Natl. Mtg.",
1415pages =        "387-393",
1416keywords =     "hidden line",
1417}
1418
1419@ARTICLE{Ackland81edge,
1420  author =       "Bryan D. Ackland and Neil H. Weste",
1421  title =        "The edge flag algorithm - a fill method for raster
1422                 scan displays",
1423  journal =      "IEEE Trans. on Comp.",
1424  volume =       "C-30",
1425  year =         "1981",
1426  pages =        "41--47",
1427  descriptors =  "Method; display; realization; two-dimensional plot;
1428                 three-dimensional plot; graphics; frame store; polygon
1429                 fill; raster scan; computer animation;",
1430  annote =       "Contour (polygon) filling is a primitive required in
1431                 many application areas of raster scan graphics. The
1432                 bit-map memory in a frame-store display is
1433                 computationally well suited to this task, as it
1434                 provides a large scratch pad working space. In this
1435                 paper, a number of contour filling algorithms based on
1436                 the read/write properties of the frame-store memory are
1437                 compared with the classical {"}ordered-edge-list{"}
1438                 approach.",
1439}
1440
1441@INPROCEEDINGS{Hardt96,
1442author={Stephen Hardt and Seth Teller},
1443title={High-Fidelity Radiosity Rendering at Interactive Rates},
1444booktitle={Rendering Techniques '96},
1445publisher={Springer-Verlag},
1446year=1996,
1447note={(Proc. Eurographics Workshop on Rendering)},
1448pages={71-80,283},
1449keywords={real time},
1450}
1451
1452@TECHREPORT{Moller95ms,
1453author={Tomas M\"oller},
1454title={Virtual Radiosity},
1455month={Sept.},
1456year=1995,
1457institution={Dept. of Computer Engineering, Lund Inst. of Tech., Sweden},
1458keywords={texture mapping, graphics workstation, level of detail,
1459virtual reality},
1460note={Master's thesis, http://www.clarus.se/People/tompa/reports.html},
1461annote={radiosity algorithm for graphics workstations that uses
1462hardware texture mapping and multiple LODs},
1463}
1464
1465@TECHREPORT{Moller96lic,
1466author={Tomas M\"oller},
1467title={Speed-Up Techniques for Computer Graphics},
1468month={Dec.},
1469year=1996,
1470institution={Dept. of Computer Engineering, Chalmers U. of Tech., Sweden},
1471note={Technical Report No. 250L, Licenciate thesis,
1472http://www.clarus.se/People/tompa/reports.html},
1473annote={66 pp.,
1474contains four papers:
1475(1) image resampling (Fast Bitmap Stretching, Gems III),
1476(2) ray-surface intersection optimization (Faster Ray Tracing Using Scanline
1477    Rejection, Gems V),
1478(3) texturing for radiosity in VR (Radiosity Techniques for Virtual Reality,
1479    Plzen, Czech, 1996),
1480(4) faster soft shadows (Speed-Up Techniques for Soft Shadow Generation,
1481    submitted 1996).
1482},
1483}
1484
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