1 | % shadow.bib: bibliography on shadow algorithms, |
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2 | % direct illumination, |
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3 | % area light sources, |
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4 | % soft shadows, |
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5 | % texture mapping on graphics workstations, |
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6 | % and related topics including hemicubes and form factor calculation. |
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7 | % |
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8 | % Paul Heckbert, January 1997 |
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9 | % |
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10 | % many entries copied from the CS bibliography at |
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11 | % http://liinwww.ira.uka.de/bibliography/index.html |
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12 | |
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13 | @INPROCEEDINGS{Herf96sketch, |
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14 | AUTHOR={Michael Herf and Paul S. Heckbert}, |
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15 | TITLE={Fast Soft Shadows}, |
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16 | BOOKTITLE={Visual Proceedings, SIGGRAPH 96}, |
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17 | MONTH={Aug.}, |
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18 | YEAR={1996}, |
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19 | PAGES={145}, |
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20 | KEYWORDS={penumbra, graphics workstation, accumulation buffer, texture mapping}, |
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21 | } |
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22 | |
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23 | @TECHREPORT{Heckbert97shadow, |
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24 | AUTHOR={Paul S. Heckbert and Michael Herf}, |
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25 | TITLE={Simulating Soft Shadows with Graphics Hardware}, |
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26 | INSTITUTION={CS Dept., Carnegie Mellon U.}, |
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27 | MONTH={Jan.}, |
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28 | YEAR=1997, |
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29 | NOTE={CMU-CS-97-104, http://www.cs.cmu.edu/~ph}, |
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30 | KEYWORDS={penumbra, texture mapping, graphics workstation, |
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31 | interaction, real-time, SGI Reality Engine}, |
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32 | } |
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33 | |
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34 | @MISC{Herf97shadow, |
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35 | AUTHOR={Michael Herf and Paul S. Heckbert}, |
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36 | TITLE={Soft Shadow Textures}, |
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37 | NOTE={Submitted for publication}, |
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38 | YEAR=1997, |
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39 | } |
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40 | |
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41 | @INPROCEEDINGS{Nishita83, |
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42 | AUTHOR={Tomoyuki Nishita and Eihachiro Nakamae}, |
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43 | TITLE={Half-Tone Representation of 3-{D} Objects Illuminated by Area Sources |
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44 | or Polyhedron Sources}, |
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45 | BOOKTITLE={COMPSAC '83, Proc. IEEE 7th Intl. Comp. Soft. |
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46 | and Applications Conf.}, |
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47 | MONTH={Nov.}, |
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48 | YEAR={1983}, |
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49 | PAGES={237-242}, |
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50 | KEYWORDS={shading, shadow, penumbra}, |
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51 | } |
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52 | |
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53 | @INPROCEEDINGS{Nakamae84, |
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54 | AUTHOR={Eihachiro Nakamae and Hideo Yamashita and Kohichi Harada and Tomoyuki Nishita}, |
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55 | TITLE={Computer Graphics for Visualizing Simulation Results}, |
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56 | BOOKTITLE={Eurographics '84}, |
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57 | MONTH={Sept.}, |
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58 | YEAR={1984}, |
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59 | PAGES={419-432}, |
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60 | KEYWORDS={shadow, penumbra}, |
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61 | } |
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62 | |
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63 | @ARTICLE{Nishita85, |
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64 | AUTHOR={Tomoyuki Nishita and Eihachiro Nakamae}, |
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65 | TITLE={Continuous Tone Representation of 3-{D} Objects Taking Account of |
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66 | Shadows and Interreflection}, |
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67 | JOURNAL={Computer Graphics |
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68 | (SIGGRAPH '85 Proceedings)}, |
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69 | VOLUME={19}, |
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70 | NUMBER={3}, |
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71 | MONTH={July}, |
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72 | YEAR={1985}, |
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73 | PAGES={23-30}, |
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74 | KEYWORDS={shading, penumbra, radiosity}, |
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75 | } |
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76 | |
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77 | @TECHREPORT{Campbell91tr1, |
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78 | AUTHOR={Campbell, III, A. T. and Donald S. Fussell}, |
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79 | TITLE={Analytic Illumination with Polygonal Light Sources}, |
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80 | NOTE={TR-91-15}, |
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81 | INSTITUTION={CS Dept, U of Texas at Austin}, |
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82 | MONTH={April}, |
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83 | YEAR={1991}, |
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84 | KEYWORDS={shadow}, |
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85 | ANNOTE={object space shadow algorithm, like Nishita83}, |
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86 | } |
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87 | |
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88 | @TECHREPORT{Campbell91tr2, |
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89 | AUTHOR={Campbell, III, A. T. and Donald S. Fussell}, |
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90 | TITLE={An Analytic Approach to Illumination with Area Light Sources}, |
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91 | NOTE={TR-91-25}, |
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92 | INSTITUTION={CS Dept, U of Texas at Austin}, |
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93 | MONTH={August}, |
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94 | YEAR={1991}, |
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95 | KEYWORDS={shadow}, |
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96 | ANNOTE={An early draft of chapters 5 and 6 of his dissertation}, |
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97 | } |
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98 | |
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99 | @MastersThesis{Woo89, |
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100 | author = "Andrew C. H. Woo", |
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101 | title = "Accelerators for Shadow Determination in Ray Tracing", |
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102 | pages = "136", |
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103 | month = feb, |
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104 | year = "1989", |
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105 | school = "Department of Computer Science, University of |
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106 | Toronto", |
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107 | keywords = "ray tracing, regular grid subdivision, voxel, shadow, |
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108 | efficiency, cull", |
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109 | } |
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110 | |
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111 | @InProceedings{Woo90voxel, |
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112 | author = "Andrew Woo and John Amanatides", |
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113 | title = "Voxel Occlusion Testing: {A} Shadow Determination |
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114 | Accelerator for Ray Tracing", |
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115 | pages = "213--220", |
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116 | booktitle = "Proceedings of Graphics Interface '90", |
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117 | year = "1990", |
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118 | month = may, |
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119 | conference = "Halifax, Canada", |
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120 | keywords = "grid, intersection culling, occlusion, penumbra, ray |
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121 | tracing, shadows, umbra, voxel traversal", |
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122 | abstract = " |
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123 | A shadow determination accelerator for ray tracing is |
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124 | presented. It is built on top of the uniform voxel |
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125 | traversal grid structure. The accelerator proves to be |
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126 | rather efficient, requires little additional memory and |
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127 | the worst case scenario per shadow determination just |
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128 | reduces down to traditional voxel traversal. It can |
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129 | also be extended to model linear, area lights, as well |
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130 | as atmospheric shadows. |
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131 | ", |
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132 | } |
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133 | |
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134 | @ARTICLE{Woo90survey, |
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135 | AUTHOR={Andrew Woo and Pierre Poulin and Alain Fournier}, |
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136 | TITLE={A Survey of Shadow Algorithms}, |
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137 | JOURNAL={IEEE Computer Graphics and Applications}, |
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138 | VOLUME={10}, |
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139 | NUMBER={6}, |
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140 | MONTH={Nov.}, |
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141 | YEAR={1990}, |
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142 | PAGES={13-32}, |
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143 | ABSTRACT={ |
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144 | Essential to realistic and visually appealing images, |
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145 | shadows are difficult to compute in most display |
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146 | environments. This survey characterizes the various |
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147 | types of shadows. It also describes most existing |
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148 | shadow algorithms and discusses their complexities, |
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149 | advantages, and shortcomings. We examine hard shadows, |
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150 | soft shadows, shadows of transparent objects, and |
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151 | shadows for complex modeling primitives. For each type, |
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152 | we examine shadow algorithms within various rendering |
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153 | techniques. This survey attempts to provide readers |
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154 | with enough background and insight on the various |
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155 | methods to allow them to choose the algorithm best |
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156 | suited to their needs. We also hope that our analysis |
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157 | will help identify the areas that need more research |
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158 | and point to possible solutions. |
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159 | }, |
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160 | } |
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161 | |
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162 | @INCOLLECTION{Woo92, |
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163 | AUTHOR={Andrew Woo}, |
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164 | TITLE={The Shadow Depth Map Revisited}, |
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165 | BOOKTITLE={Graphics Gems III}, |
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166 | EDITOR={David Kirk}, |
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167 | PUBLISHER={Academic Press}, |
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168 | ADDRESS={Boston, MA}, |
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169 | YEAR={1992}, |
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170 | PAGES={338-342, 582}, |
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171 | KEYWORDS={z-buffer shadow, aliasing}, |
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172 | annote = "includes code", |
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173 | } |
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174 | |
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175 | @Article{Woo93, |
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176 | author = "Andrew Woo", |
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177 | title = "Efficient shadow computations in ray tracing", |
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178 | journal = "IEEE Computer Graphics and Applications", |
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179 | pages = "78--83", |
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180 | volume = "13", |
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181 | number = "5", |
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182 | month = sep, |
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183 | year = "1993", |
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184 | annote = "Two simple techniques speed up shadows in ray tracing. |
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185 | Both require little memory and easily extend to other |
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186 | ray types. One can also benefit radiosity-related |
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187 | computations.", |
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188 | } |
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189 | |
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190 | @InProceedings{Poulin90shadow, |
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191 | author = "Pierre Poulin and John Amanatides", |
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192 | title = "Shading and Shadowing with Linear Light Sources", |
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193 | pages = "377--386", |
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194 | booktitle = "Eurographics '90", |
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195 | year = "1990", |
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196 | month = sep, |
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197 | publisher = "North-Holland", |
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198 | keywords = "soft shadow", |
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199 | } |
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200 | |
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201 | |
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202 | @ARTICLE{Bao93, |
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203 | AUTHOR={Hujun Bao and Qunsheng Peng}, |
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204 | TITLE={Shading Models for Linear and Area Light Sources}, |
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205 | JOURNAL={Computers and Graphics}, |
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206 | VOLUME={17}, |
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207 | NUMBER={2}, |
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208 | YEAR={1993}, |
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209 | PAGES={137-145}, |
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210 | KEYWORDS={shadow, penumbra}, |
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211 | } |
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212 | |
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213 | @INPROCEEDINGS{Vedel93, |
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214 | AUTHOR={Christophe Vedel}, |
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215 | TITLE={Computing Illumination from Area Light Sources by Approximate Contour |
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216 | Integration}, |
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217 | BOOKTITLE={Proc. Graphics Interface '93}, |
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218 | PUBLISHER={Canadian Inf. Proc. Soc.}, |
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219 | ADDRESS={Toronto, Ontario}, |
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220 | MONTH={May}, |
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221 | YEAR={1993}, |
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222 | PAGES={237-244}, |
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223 | KEYWORDS={shadow, penumbra}, |
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224 | } |
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225 | |
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226 | @InProceedings{Chin90, |
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227 | AUTHOR={Norman Chin and Steven Feiner}, |
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228 | TITLE={Near Real-Time Shadow Generation Using {BSP} Trees}, |
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229 | booktitle={Proceedings of SIGGRAPH '90}, |
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230 | MONTH={Aug.}, |
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231 | YEAR={1990}, |
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232 | PAGES={99-106}, |
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233 | } |
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234 | |
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235 | @INPROCEEDINGS{Chin92, |
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236 | AUTHOR={Norman Chin and Steven Feiner}, |
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237 | TITLE={Fast Object-Precision Shadow Generation for Area Light Sources using |
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238 | {BSP} Trees}, |
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239 | BOOKTITLE={1992 Symp. on Interactive 3D Graphics}, |
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240 | PUBLISHER={ACM SIGGRAPH}, |
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241 | MONTH={Mar.}, |
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242 | YEAR={1992}, |
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243 | PAGES={21-30}, |
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244 | } |
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245 | |
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246 | @TechReport{Chin90t, |
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247 | author = "Norman Chin", |
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248 | title = "Near Real-Time Object-Precision Shadow Generation |
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249 | Using {BSP} Trees---Master Thesis", |
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250 | institution = "University of Columbia", |
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251 | number = "CUCS-068-90", |
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252 | year = "1990", |
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253 | abstract = "This master's thesis describes an object-precision |
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254 | shadow generation algorithm for static polygonal |
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255 | environments illuminated by movable point light |
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256 | sources. The algorithm can be easily implemented on any |
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257 | graphics system that provides fast polygon |
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258 | scan-conversion and achieves near real-time performance |
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259 | for environments of modest size. It combines elements |
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260 | of two kinds of current shadow generation algorithms: |
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261 | two-pass object-precision approaches and shadow volume |
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262 | approaches. This algorithm is an example of a new |
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263 | paradigm for shadow generation. Previously, the |
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264 | shadowing the problem can be viewed as solving the |
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265 | visible-surface problem from the point of view of a |
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266 | point light source. Another way to look at them, is |
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267 | from a geometric modeling point of view. By creating |
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268 | shadow volumes and then classifying polygons |
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269 | analytically against it, shadows can also be computed. |
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270 | Several optimizations are discussed. A way of reducing |
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271 | the amount of polygon fragmentation is shown by |
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272 | coalescing the fragments on the fly. Two methods of |
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273 | parallelizing the algorithm is presented. One method |
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274 | determines shadow fragments in parallel for a given |
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275 | light source. And more importantly, a method to handle |
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276 | shadowing from multiple point light sources independent |
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277 | of the number of light sources on workstations with |
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278 | alpha blending capabilities is described. Finally this |
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279 | algorithm has been extended to generate soft shadows by |
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280 | modeling area light sources. By initially meshing the |
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281 | scene into penumbra/umbra regions, and by adaptively |
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282 | meshing the penumbra regions with concentric contours |
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283 | similiar in shape to the outer penumbra region and by |
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284 | applying the point light source shadow algorithm to |
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285 | compute what fraction of an area light source is seen |
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286 | by a point to be rendered in the interior of the |
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287 | penumbra region and finally, by smooth shading the |
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288 | results, fuzzy shadows can be rendered. The future work |
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289 | section talks about combining all of the above to |
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290 | produce higher quality shadows in radiosity |
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291 | environments through adaptive meshing of the scene |
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292 | along penumbra/umbra boundaries via the area light |
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293 | source shadow algorithm and through analytically |
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294 | computing form-factors via the point light source |
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295 | shadow algorithm. Pseudocode is provided along with |
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296 | pictures and timings from an interactive |
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297 | implementation.", |
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298 | } |
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299 | |
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300 | @InProceedings{Fuchs80, |
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301 | AUTHOR={Henry Fuchs and Zvi M. Kedem and Bruce F. Naylor}, |
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302 | TITLE={On Visible Surface Generation by A Priori Tree Structures}, |
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303 | booktitle={Proceedings of SIGGRAPH '80}, |
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304 | MONTH={July}, |
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305 | YEAR={1980}, |
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306 | PAGES={124-133}, |
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307 | KEYWORDS={hidden surface, BSP tree}, |
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308 | } |
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309 | |
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310 | @ARTICLE{Brotman84, |
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311 | AUTHOR={Lynne Shapiro Brotman and Norman I. Badler}, |
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312 | TITLE={Generating Soft Shadows with a Depth Buffer Algorithm}, |
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313 | JOURNAL={IEEE Computer Graphics and Applications}, |
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314 | VOLUME={4}, |
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315 | NUMBER={10}, |
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316 | MONTH={Oct.}, |
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317 | YEAR={1984}, |
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318 | PAGES={5-24}, |
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319 | } |
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320 | |
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321 | @ARTICLE{Crow77, |
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322 | AUTHOR={Franklin C. Crow}, |
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323 | TITLE={Shadow Algorithms for Computer Graphics}, |
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324 | JOURNAL={Computer Graphics |
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325 | (SIGGRAPH '77 Proceedings)}, |
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326 | VOLUME={11}, |
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327 | NUMBER={2}, |
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328 | MONTH={Summer}, |
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329 | YEAR={1977}, |
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330 | } |
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331 | |
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332 | @INPROCEEDINGS{Meyer90, |
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333 | AUTHOR={U. Meyer}, |
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334 | TITLE={Hemi-Cube Ray Tracing: A Method for Generating Soft Shadows}, |
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335 | BOOKTITLE={Eurographics '90}, |
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336 | PAGES={365-376}, |
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337 | } |
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338 | |
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339 | @ARTICLE{Williams78, |
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340 | AUTHOR={Lance Williams}, |
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341 | TITLE={Casting Curved Shadows on Curved Surfaces}, |
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342 | JOURNAL={Computer Graphics |
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343 | (SIGGRAPH '78 Proceedings)}, |
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344 | VOLUME={12}, |
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345 | NUMBER={3}, |
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346 | MONTH={Aug.}, |
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347 | YEAR={1978}, |
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348 | PAGES={270-274}, |
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349 | } |
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350 | |
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351 | @ARTICLE{Reeves87, |
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352 | AUTHOR={William T. Reeves and David H. Salesin and Robert L. Cook}, |
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353 | TITLE={Rendering Antialiased Shadows with Depth Maps}, |
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354 | JOURNAL={Computer Graphics |
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355 | (SIGGRAPH '87 Proceedings)}, |
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356 | VOLUME={21}, |
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357 | NUMBER={4}, |
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358 | MONTH={July}, |
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359 | YEAR={1987}, |
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360 | PAGES={283-291}, |
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361 | } |
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362 | |
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363 | @ARTICLE{Atherton78, |
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364 | AUTHOR={Peter R. Atherton and Kevin Weiler and Donald P. Greenberg}, |
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365 | TITLE={Polygon Shadow Generation}, |
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366 | JOURNAL={Computer Graphics |
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367 | (SIGGRAPH '78 Proceedings)}, |
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368 | VOLUME={12}, |
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369 | NUMBER={3}, |
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370 | MONTH={Aug.}, |
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371 | YEAR={1978}, |
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372 | PAGES={275-281}, |
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373 | KEYWORDS={hidden surface}, |
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374 | } |
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375 | |
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376 | @ARTICLE{Heckbert86, |
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377 | AUTHOR={Paul S. Heckbert}, |
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378 | TITLE={Survey of Texture Mapping}, |
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379 | JOURNAL={IEEE Computer Graphics and Applications}, |
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380 | VOLUME={6}, |
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381 | NUMBER={11}, |
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382 | MONTH={Nov.}, |
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383 | YEAR={1986}, |
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384 | PAGES={56-67}, |
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385 | } |
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386 | |
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387 | @ARTICLE{Heckbert90, |
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388 | AUTHOR={Paul S. Heckbert}, |
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389 | TITLE={Adaptive Radiosity Textures for Bidirectional Ray Tracing}, |
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390 | JOURNAL={Computer Graphics |
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391 | (SIGGRAPH '90 Proceedings)}, |
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392 | VOLUME={24}, |
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393 | NUMBER={4}, |
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394 | MONTH={Aug.}, |
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395 | YEAR={1990}, |
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396 | PAGES={145-154}, |
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397 | KEYWORDS={global illumination}, |
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398 | } |
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399 | |
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400 | @PHDTHESIS{Heckbert91, |
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401 | AUTHOR={Paul S. Heckbert}, |
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402 | TITLE={Simulating Global Illumination Using Adaptive Meshing}, |
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403 | SCHOOL={CS Division, UC Berkeley}, |
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404 | MONTH={June}, |
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405 | YEAR={1991}, |
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406 | NOTE={Tech. Report UCB/CSD 91/636}, |
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407 | KEYWORDS={radiosity, ray tracing, adaptive mesh, integral equation, |
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408 | thermal radiation, visibility}, |
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409 | } |
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410 | |
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411 | @ARTICLE{Diefenbach94, |
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412 | AUTHOR={Paul J. Diefenbach and Norman I. Badler}, |
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413 | TITLE={Pipeline Rendering: Interactive Refractions, Reflections, and Shadows}, |
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414 | JOURNAL={Displays}, |
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415 | ANNOTE={Special issue on Interactive Computer Graphics}, |
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416 | NOTE={http://www.cis.upenn.edu/~diefenba/home.html}, |
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417 | VOLUME={15}, |
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418 | NUMBER={3}, |
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419 | YEAR={1994}, |
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420 | PAGES={173-180}, |
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421 | KEYWORDS={beam tracing, hardware, real time}, |
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422 | } |
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423 | |
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424 | @PHDTHESIS{Diefenbach96, |
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425 | AUTHOR={Paul J. Diefenbach}, |
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426 | TITLE={Pipeline Rendering: Interaction and Realism through Hardware-Based |
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427 | Multi-Pass Rendering}, |
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428 | SCHOOL={U. of Pennsylvania}, |
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429 | YEAR=1996, |
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430 | KEYWORDS={beam tracing, hardware, real time, Phong illumination}, |
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431 | NOTE={http://www.cis.upenn.edu/~diefenba/home.html}, |
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432 | } |
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433 | |
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434 | @INPROCEEDINGS{Diefenbach97inter, |
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435 | AUTHOR={Paul J. Diefenbach and Norman I. Badler}, |
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436 | title={Multi-pass Pipeline Rendering: Realism for Dynamic Environments}, |
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437 | BOOKTITLE={1997 Symposium on Interactive 3D Graphics}, |
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438 | publisher={ACM SIGGRAPH}, |
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439 | YEAR=1997, |
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440 | KEYWORDS={texture mapping}, |
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441 | NOTE={To appear}, |
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442 | } |
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443 | |
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444 | @InProceedings{Cohen85, |
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445 | AUTHOR={Michael F. Cohen and Donald P. Greenberg}, |
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446 | TITLE={The Hemi-Cube: A Radiosity Solution for Complex Environments}, |
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447 | JOURNAL={Computer Graphics (SIGGRAPH '85 Proceedings)}, |
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448 | MONTH={July}, |
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449 | YEAR={1985}, |
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450 | PAGES={31-40}, |
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451 | KEYWORDS={shading, diffuse reflection}, |
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452 | } |
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453 | |
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454 | @ARTICLE{Cohen88, |
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455 | AUTHOR={Michael F. Cohen and Shenchang Eric Chen and John R. Wallace and Donald P. Greenberg}, |
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456 | TITLE={A Progressive Refinement Approach to Fast Radiosity Image Generation}, |
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457 | JOURNAL={Computer Graphics |
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458 | (SIGGRAPH '88 Proceedings)}, |
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459 | VOLUME={22}, |
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460 | NUMBER={4}, |
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461 | MONTH={Aug.}, |
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462 | YEAR={1988}, |
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463 | PAGES={75-84}, |
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464 | ANNOTE={progressive radiosity}, |
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465 | } |
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466 | |
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467 | @BOOK{Cohen93, |
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468 | AUTHOR={Michael F. Cohen and John R. Wallace}, |
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469 | TITLE={Radiosity and Realistic Image Synthesis}, |
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470 | PUBLISHER={Academic Press}, |
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471 | ADDRESS={Boston}, |
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472 | YEAR={1993}, |
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473 | } |
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474 | |
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475 | @ARTICLE{Cook86, |
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476 | AUTHOR={Robert L. Cook}, |
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477 | TITLE={Stochastic Sampling in Computer Graphics}, |
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478 | JOURNAL={ACM Trans. on Graphics}, |
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479 | VOLUME={5}, |
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480 | NUMBER={1}, |
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481 | MONTH={Jan.}, |
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482 | YEAR={1986}, |
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483 | PAGES={51-72}, |
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484 | KEYWORDS={ray tracing, antialiasing, motion blur}, |
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485 | ANNOTE={came out 1987}, |
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486 | } |
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487 | |
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488 | @ARTICLE{Baum91, |
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489 | AUTHOR={Daniel R. Baum and Stephen Mann and Kevin P. Smith and James M. Winget}, |
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490 | TITLE={Making Radiosity Usable: Automatic Preprocessing and Meshing Techniques |
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491 | for the Generation of Accurate Radiosity Solutions}, |
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492 | MONTH={July}, |
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493 | YEAR={1991}, |
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494 | JOURNAL={Computer Graphics |
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495 | (SIGGRAPH '91 Proceedings)}, |
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496 | VOLUME={25}, |
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497 | NUMBER={4}, |
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498 | PAGES={51-60}, |
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499 | KEYWORDS={mesh generation}, |
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500 | } |
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501 | |
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502 | @ARTICLE{Hanrahan91, |
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503 | AUTHOR={Pat Hanrahan and David Salzman and Larry Aupperle}, |
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504 | TITLE={A Rapid Hierarchical Radiosity Algorithm}, |
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505 | MONTH={July}, |
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506 | YEAR={1991}, |
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507 | JOURNAL={Computer Graphics |
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508 | (SIGGRAPH '91 Proceedings)}, |
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509 | VOLUME={25}, |
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510 | NUMBER={4}, |
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511 | PAGES={197-206}, |
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512 | ANNOTE={adaptive sampling of kernel in quadtree-like fashion |
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513 | motivated by Greengard's fast n-body algorithm}, |
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514 | } |
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515 | |
---|
516 | @INPROCEEDINGS{Heckbert92discon, |
---|
517 | AUTHOR={Paul S. Heckbert}, |
---|
518 | TITLE={Discontinuity Meshing for Radiosity}, |
---|
519 | BOOKTITLE={Third Eurographics Workshop on Rendering}, |
---|
520 | MONTH={May}, |
---|
521 | YEAR={1992}, |
---|
522 | ADDRESS={Bristol, UK}, |
---|
523 | PAGES={203-216}, |
---|
524 | KEYWORDS={radiosity, adaptive mesh, visibility}, |
---|
525 | } |
---|
526 | |
---|
527 | @ARTICLE{Lischinski92, |
---|
528 | AUTHOR={Dani Lischinski and Filippo Tampieri and Donald P. Greenberg}, |
---|
529 | TITLE={Discontinuity Meshing for Accurate Radiosity}, |
---|
530 | JOURNAL={IEEE Computer Graphics and Applications}, |
---|
531 | VOLUME={12}, |
---|
532 | NUMBER={6}, |
---|
533 | MONTH={November}, |
---|
534 | YEAR={1992}, |
---|
535 | PAGES={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, |
---|
595 | AUTHOR={Gregory J. Ward and Francis M. Rubinstein and Robert D. Clear}, |
---|
596 | TITLE={A Ray Tracing Solution for Diffuse Interreflection}, |
---|
597 | JOURNAL={Computer Graphics |
---|
598 | (SIGGRAPH '88 Proceedings)}, |
---|
599 | VOLUME={22}, |
---|
600 | NUMBER={4}, |
---|
601 | MONTH={Aug.}, |
---|
602 | YEAR={1988}, |
---|
603 | PAGES={85-92}, |
---|
604 | ANNOTE={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, |
---|
631 | AUTHOR={Michael Garland and Paul S. Heckbert}, |
---|
632 | TITLE={Fast Polygonal Approximation of Terrains and Height Fields}, |
---|
633 | INSTITUTION={CS Dept., Carnegie Mellon U.}, |
---|
634 | MONTH={Sept.}, |
---|
635 | YEAR={1995}, |
---|
636 | NOTE={CMU-CS-95-181, http://www.cs.cmu.edu/~garland/scape}, |
---|
637 | KEYWORDS={surface simplification, Delaunay triangulation, |
---|
638 | data-dependent triangulation, triangulated irregular network, TIN, |
---|
639 | multiresolution modeling, greedy insertion}, |
---|
640 | } |
---|
641 | |
---|
642 | @ARTICLE{Blinn88, |
---|
643 | AUTHOR={James F. Blinn}, |
---|
644 | TITLE={Me and My (Fake) Shadow}, |
---|
645 | JOURNAL={IEEE Computer Graphics and Applications}, |
---|
646 | VOLUME={8}, |
---|
647 | NUMBER={1}, |
---|
648 | MONTH={Jan.}, |
---|
649 | YEAR={1988}, |
---|
650 | PAGES={82-86}, |
---|
651 | KEYWORDS={projection, homogeneous matrix}, |
---|
652 | } |
---|
653 | |
---|
654 | @ARTICLE{Heidmann91, |
---|
655 | AUTHOR={Tim Heidmann}, |
---|
656 | TITLE={Real Shadows, Real Time}, |
---|
657 | JOURNAL={Iris Universe}, |
---|
658 | NOTE={Silicon Graphics, Inc.}, |
---|
659 | VOLUME={18}, |
---|
660 | YEAR={1991}, |
---|
661 | PAGES={28-31}, |
---|
662 | KEYWORDS={soft shadow, SGI Reality Engine, stencil buffer, shadow volume}, |
---|
663 | ANNOTE={includes C, GL code}, |
---|
664 | } |
---|
665 | |
---|
666 | @PHDTHESIS{Grant92, |
---|
667 | AUTHOR={Charles W. Grant}, |
---|
668 | TITLE={Visibility Algorithms in Image Synthesis}, |
---|
669 | SCHOOL={U. of California, Davis}, |
---|
670 | YEAR={1992}, |
---|
671 | KEYWORDS={z buffer, ray tracing, shadow, taxonomy}, |
---|
672 | annote={partial electronic version available from grant1@llnl.gov, |
---|
673 | A successor to Sutherland-Sproull-Schumacker, Comput. Surv. 74}, |
---|
674 | } |
---|
675 | |
---|
676 | @ARTICLE{Tessman89, |
---|
677 | AUTHOR={Thant Tessman}, |
---|
678 | TITLE={Casting Shadows on Flat Surfaces}, |
---|
679 | JOURNAL={Iris Universe}, |
---|
680 | NOTE={Silicon Graphics, Inc.}, |
---|
681 | MONTH={Winter}, |
---|
682 | YEAR={1989}, |
---|
683 | PAGES={16-19}, |
---|
684 | KEYWORDS={projection, homogeneous matrix}, |
---|
685 | ANNOTE={includes C, GL code}, |
---|
686 | } |
---|
687 | |
---|
688 | @BOOK{Neider93, |
---|
689 | AUTHOR={Jackie Neider and Tom Davis and Mason Woo}, |
---|
690 | TITLE={{OpenGL} Programming Guide}, |
---|
691 | PUBLISHER={Addison-Wesley}, |
---|
692 | ADDRESS={Reading MA}, |
---|
693 | YEAR={1993}, |
---|
694 | KEYWORDS={computer graphics, graphics workstation, SGI}, |
---|
695 | ANNOTE={shadows on a plane p. 401}, |
---|
696 | } |
---|
697 | |
---|
698 | @BOOK{McReynolds96, |
---|
699 | editor={Tom McReynolds}, |
---|
700 | title={Programming with {OpenGL}: Advanced Rendering}, |
---|
701 | note={SIGGRAPH '96 course notes}, |
---|
702 | year=1996, |
---|
703 | keywords={Silicon Graphics, graphics workstation, |
---|
704 | texture mapping, stencil buffer, accumulation buffer, shadow}, |
---|
705 | annote={article and code at |
---|
706 | http://www.sgi.com/Technology/openGL/advanced_sig96.html}, |
---|
707 | } |
---|
708 | |
---|
709 | @INPROCEEDINGS{Akeley93, |
---|
710 | AUTHOR={Kurt Akeley}, |
---|
711 | TITLE={{RealityEngine} Graphics}, |
---|
712 | BOOKTITLE={SIGGRAPH '93 Proc.}, |
---|
713 | MONTH={Aug.}, |
---|
714 | YEAR={1993}, |
---|
715 | PAGES={109-116}, |
---|
716 | KEYWORDS={hardware, texture mapping, graphics workstation, SGI}, |
---|
717 | } |
---|
718 | |
---|
719 | @ARTICLE{Clark76, |
---|
720 | AUTHOR={James H. Clark}, |
---|
721 | TITLE={Hierarchical Geometric Models for Visible Surface Algorithms}, |
---|
722 | JOURNAL={CACM}, |
---|
723 | VOLUME={19}, |
---|
724 | NUMBER={10}, |
---|
725 | MONTH={Oct.}, |
---|
726 | YEAR={1976}, |
---|
727 | PAGES={547-554}, |
---|
728 | KEYWORDS={bounding volume, spatial data structure}, |
---|
729 | } |
---|
730 | |
---|
731 | @ARTICLE{Haeberli90accum, |
---|
732 | AUTHOR={Paul Haeberli and Kurt Akeley}, |
---|
733 | TITLE={The Accumulation Buffer: Hardware Support for High-Quality Rendering}, |
---|
734 | JOURNAL={Computer Graphics (SIGGRAPH '90 Proceedings)}, |
---|
735 | VOLUME={24}, |
---|
736 | NUMBER={4}, |
---|
737 | MONTH={Aug.}, |
---|
738 | YEAR={1990}, |
---|
739 | PAGES={309-318}, |
---|
740 | KEYWORDS={antialiasing, motion blur, depth of field, |
---|
741 | soft shadows, stochastic sampling}, |
---|
742 | } |
---|
743 | |
---|
744 | @ARTICLE{Segal92, |
---|
745 | AUTHOR={Mark Segal and Carl Korobkin and Rolf van Widenfelt and Jim Foran |
---|
746 | and Paul Haeberli}, |
---|
747 | TITLE={Fast Shadows and Lighting Effects using Texture Mapping}, |
---|
748 | JOURNAL={Computer Graphics (SIGGRAPH '92 Proceedings)}, |
---|
749 | VOLUME={26}, |
---|
750 | NUMBER={2}, |
---|
751 | MONTH={July}, |
---|
752 | YEAR={1992}, |
---|
753 | PAGES={249-252}, |
---|
754 | KEYWORDS={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, |
---|
815 | AUTHOR={Francois Sillion}, |
---|
816 | TITLE={Detection of Shadow Boundaries for Adaptive Meshing in Radiosity}, |
---|
817 | EDITOR={James Arvo}, |
---|
818 | BOOKTITLE={Graphics Gems II}, |
---|
819 | PAGES={311-315}, |
---|
820 | PUBLISHER={Academic Press}, |
---|
821 | ADDRESS={Boston MA}, |
---|
822 | YEAR={1991}, |
---|
823 | KEYWORDS={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, |
---|
928 | author = "Eric Haines and John Wallace", |
---|
929 | title = "Shaft culling for efficient ray-traced radiosity", |
---|
930 | booktitle = "Eurographics Workshop on Rendering", |
---|
931 | month = "may", |
---|
932 | year = "1991", |
---|
933 | conference = "Barcelona", |
---|
934 | keywords = "radiosity, ray tracing, bounding volumes", |
---|
935 | abstract = " |
---|
936 | A shaft is a volume between an emitter and receiver. A |
---|
937 | list of enclosing boxes, c.q. patches that are in that |
---|
938 | volume is generated. The ray casting to determine |
---|
939 | visibility between emitter and receiver can be reduced |
---|
940 | by only testing the rays against the patches in the |
---|
941 | shaft. Methods to make the shafts, and to determine |
---|
942 | which 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, |
---|
987 | AUTHOR={Kurt Zimmerman and Peter Shirley}, |
---|
988 | TITLE={A Two-Pass Realistic Image Synthesis Method for Complex Scenes}, |
---|
989 | BOOKTITLE={Rendering Techniques '95 (Proceedings of the Sixth Eurographics |
---|
990 | Workshop on Rendering)}, |
---|
991 | PUBLISHER={Springer-Verlag}, |
---|
992 | ADDRESS={NY}, |
---|
993 | PAGES={284-295}, |
---|
994 | YEAR=1995, |
---|
995 | NOTE={Also ftp://ftp.cs.indiana.edu/pub/techreports/TR434.ps.Z}, |
---|
996 | KEYWORDS={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 |
---|
1032 | and Susan Spach and John D. Austin and Brooks, Jr., Frederick P. |
---|
1033 | and 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, |
---|
1311 | title={Fast Analytic Shading and Shadowing for Area Light Sources}, |
---|
1312 | author={Toshimitsu Tanaka and Tokiichiro Takahashi}, |
---|
1313 | note={Submitted for publication}, |
---|
1314 | year=1996, |
---|
1315 | annote={diffuse and specular surfaces}, |
---|
1316 | } |
---|
1317 | |
---|
1318 | @ARTICLE{Max95, |
---|
1319 | AUTHOR={Nelson Max}, |
---|
1320 | TITLE={Optimal Sampling for Hemicubes}, |
---|
1321 | JOURNAL={IEEE Trans. on Visualization and Computer Graphics}, |
---|
1322 | VOLUME={1}, |
---|
1323 | NUMBER={1}, |
---|
1324 | YEAR={1995}, |
---|
1325 | KEYWORDS={hemicube, radiosity, form factor, sampling, variance, optimization}, |
---|
1326 | ABSTRACT={ |
---|
1327 | The hemicube estimates of form factors are based on a finite set of |
---|
1328 | sample directions. We obtain several optimal arrangements of sample |
---|
1329 | directions, which minimize the variance of these estimates. They are |
---|
1330 | based on changing the size or shape of the pixels or the shape of the |
---|
1331 | hemicube, or using non-uniform pixel grids. The best reduces the |
---|
1332 | variance by 43%. |
---|
1333 | |
---|
1334 | The variance calculation is based on the assumption that the errors in |
---|
1335 | the estimate are caused by the projections of single polygon edges, and |
---|
1336 | that the positions and orientations of these edges are random. This |
---|
1337 | replaces the infinite dimensional space of possible environments by the |
---|
1338 | two dimensional space of great circles on the unit sphere, making the |
---|
1339 | numerical 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, |
---|
1355 | TITLE={Penumbrae for 3D Interactions}, |
---|
1356 | AUTHOR={Yuji Ayatsuka and Satoshi Matsuoka and Jun Rekimoto}, |
---|
1357 | BOOKTITLE={9th Annl. Symp. for User Interface Software and Technology (UIST96)}, |
---|
1358 | MONTH={Nov.}, |
---|
1359 | YEAR=1996, |
---|
1360 | PAGES={165-166}, |
---|
1361 | ABSTRACT={ |
---|
1362 | We propose a new feedback technique for 3D interaction in augmented |
---|
1363 | reality using penumbrae which the objects cast. Rather than generating |
---|
1364 | a real penumbra, which is computationally expensive, a fast, simplified |
---|
1365 | algorithm is employed, which also is better suited for position |
---|
1366 | feedback purposes. User studies show that 1) compared to orthographic |
---|
1367 | shadow projections, 3D spatial recognition and placement tasks are |
---|
1368 | substantially faster with our penumbrae, and 2) the users feel the |
---|
1369 | feedback to be more natural, which is especially important in augmented |
---|
1370 | reality. |
---|
1371 | from http://www-masuda.is.s.u-tokyo.ac.jp/~aya/works/penumbra.html |
---|
1372 | }, |
---|
1373 | } |
---|
1374 | |
---|
1375 | @TECHREPORT{Goslin95, |
---|
1376 | author={Michael Goslin}, |
---|
1377 | title={Illumination as Texture Maps for Faster Rendering}, |
---|
1378 | SCHOOL={Dept. of CS, U. of North Carolina, Chapel Hill}, |
---|
1379 | year=1995, |
---|
1380 | note={TR 95-042}, |
---|
1381 | keywords={texture mapping, radiosity, walkthrough, graphics workstation}, |
---|
1382 | note={ftp://ftp.cs.unc.edu/pub/publications/techreports/95.html}, |
---|
1383 | } |
---|
1384 | |
---|
1385 | @TECHREPORT{Bastos96, |
---|
1386 | AUTHOR={Rui Bastos and Michael Goslin and Hansong Zhang}, |
---|
1387 | TITLE={Efficient Rendering of Radiosity Using Textures and Bicubic |
---|
1388 | Reconstruction}, |
---|
1389 | NOTE={TR 96-025}, |
---|
1390 | INSTITUTION={Dept. of CS, U. of North Carolina at Chapel Hill}, |
---|
1391 | YEAR=1996, |
---|
1392 | KEYWORDS={texture mapping}, |
---|
1393 | NOTE={http://www.cs.unc.edu/~bastos/radiosity.html}, |
---|
1394 | annote={also available at |
---|
1395 | ftp://ftp.cs.unc.edu/pub/publications/techreports/96.html}, |
---|
1396 | } |
---|
1397 | |
---|
1398 | @INPROCEEDINGS{Bastos97, |
---|
1399 | AUTHOR={Rui Bastos and Michael Goslin and Hansong Zhang}, |
---|
1400 | TITLE={Efficient Radiosity Rendering using Textures and Bicubic Reconstruction}, |
---|
1401 | BOOKTITLE={1997 Symposium on Interactive 3D Graphics}, |
---|
1402 | publisher={ACM SIGGRAPH}, |
---|
1403 | YEAR=1997, |
---|
1404 | KEYWORDS={texture mapping}, |
---|
1405 | NOTE={To appear. |
---|
1406 | http://www.cs.unc.edu/~bastos/radiosity.html}, |
---|
1407 | } |
---|
1408 | |
---|
1409 | @Article{Appel67qi, |
---|
1410 | author = "Arthur Appel", |
---|
1411 | title = "The Notion of Quantitative Invisibility and the |
---|
1412 | Machine Rendering of Solids", |
---|
1413 | year = "1967", |
---|
1414 | journal = "Proc. ACM Natl. Mtg.", |
---|
1415 | pages = "387-393", |
---|
1416 | keywords = "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, |
---|
1442 | author={Stephen Hardt and Seth Teller}, |
---|
1443 | title={High-Fidelity Radiosity Rendering at Interactive Rates}, |
---|
1444 | booktitle={Rendering Techniques '96}, |
---|
1445 | publisher={Springer-Verlag}, |
---|
1446 | year=1996, |
---|
1447 | note={(Proc. Eurographics Workshop on Rendering)}, |
---|
1448 | pages={71-80,283}, |
---|
1449 | keywords={real time}, |
---|
1450 | } |
---|
1451 | |
---|
1452 | @TECHREPORT{Moller95ms, |
---|
1453 | author={Tomas M\"oller}, |
---|
1454 | title={Virtual Radiosity}, |
---|
1455 | month={Sept.}, |
---|
1456 | year=1995, |
---|
1457 | institution={Dept. of Computer Engineering, Lund Inst. of Tech., Sweden}, |
---|
1458 | keywords={texture mapping, graphics workstation, level of detail, |
---|
1459 | virtual reality}, |
---|
1460 | note={Master's thesis, http://www.clarus.se/People/tompa/reports.html}, |
---|
1461 | annote={radiosity algorithm for graphics workstations that uses |
---|
1462 | hardware texture mapping and multiple LODs}, |
---|
1463 | } |
---|
1464 | |
---|
1465 | @TECHREPORT{Moller96lic, |
---|
1466 | author={Tomas M\"oller}, |
---|
1467 | title={Speed-Up Techniques for Computer Graphics}, |
---|
1468 | month={Dec.}, |
---|
1469 | year=1996, |
---|
1470 | institution={Dept. of Computer Engineering, Chalmers U. of Tech., Sweden}, |
---|
1471 | note={Technical Report No. 250L, Licenciate thesis, |
---|
1472 | http://www.clarus.se/People/tompa/reports.html}, |
---|
1473 | annote={66 pp., |
---|
1474 | contains 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), |
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1480 | (4) faster soft shadows (Speed-Up Techniques for Soft Shadow Generation, |
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1481 | submitted 1996). |
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1482 | }, |
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1483 | } |
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1484 | |
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