My Private Reading List

Here is a list of papers I need to read to prepare for the couse CSE 781 either to refresh memory or that looked like something I did not already know. Please see the course list for a list of required readings.

These are referenced in the Real-Time Rendering, Third Edition book by Tomas Akenine-Moeller, Eric Haines and Naty Hoffman. See its corresponding web-site http://www.realtimerendering.com/ for more useful material.

Articles from GPU Gems can be found on-line.

I am ranking these star to starstarstarstarstar just to keep track of things.

Shader Management

starstarstarstar[974] Integrating Shaders into Applications, John ORorke, GPU Gems (local)

starstar[847] Abstract Shade Trees, Morgan McGuire et al., ACM I3D 2006.

starstarstar[887] Finding Next Gen: CryEngine 2, Martin Mittring, SIGGRAPH 2007 Course on Advanced Real-Time Rendering.

starstarstar[1271] Automated Combination of Real-Time Shader Programs, Matthias Trapp, Jürgen Döllner, Eurographics 2007 Poster.

History

starstar[297] The Diamond Monster 3DFx Voodoo 1, Allen "Slowdrag" Eccles GameSpy.com Hall of Fame.

starstarstar[898] Seven Years of Graphics, Thomas Monk.

Hardware Algorithms and GPUs

starstar[1391] Symmetric Double Step Line Algorithm, Brian Wyvill, Graphics Gems (see Fast Line Scan-Conversion instead).

starstar[1329] The Ultimate Display: Where will all of the Pixels come from?, Benjamin Watson, David Luebke, IEEE Computer, August 2005.

starstarstarstar[new] Larrabee: a many-core x86 architecture for visual computing,

Texture Mapping

[646] A generalized texture-mapping pipeline., Kathy Kershaw Barshatzky, Master's thesis, Cornell University, 1992.

starstarstarstar[1242] PolyCube-maps, Marco Tarini, Kai Hormann, Paolo Cignoni, Claudio Montani, SIGGRAPH 2004 (see also the companion web-site).

[983] Pagán, Tito, "Efficient UV Mapping of Complex Models," Game Developer, vol. 8, no. 8, pp. 28-34, August 2001

[567] Mesh Parameterization: Theory and Practice, Hormann, Kai, Bruno Lévy, and Alla Sheffer, Course 2 notes at SIGGRAPH 2007, 2007.

starslides[23] Andersson, Johan, "Terrain Rendering in Frostbite Using Procedural Shader Splatting," SIGGRAPH 2007 Advanced Real-Time Rendering in 3D Graphics and Games course notes, 2007. http://ati.amd.com/developer/gdc/2007/Andersson-TerrainRendering(Siggraph07).pdf

starstar[1041] Qin, Zheng, Michael D. McCool, and Craig S. Kaplan, "Real-Time Texture-Mapped Vector Glyphs," ACM Symposium on Interactive 3D Graphics and Games (I3D 2006), pp. 63-69, 2006.

star[922] Nehab, Diego, and Hugues Hoppe, "Texel Programs for Random-Access Antialiased Vector Graphics," Microsoft Research Technical Report, MSR-TR-2007-95, July 2007. http://research.microsoft.com/~hoppe

starstarstarstar[439] Green, Chris, "Improved Alpha-Tested Magnification for Vector Textures and Special Effects," SIGGRAPH 2007 Advanced Real-Time Rendering in 3D Graphics and Games course notes, 2007. http://www.valvesoftware.com/publications.html

starstarstarstar[359] Forsyth, Tom, "Knowing Which Mipmap Levels are Needed," http://home.comcast.net/~tom_forsyth/blog.wiki.html#SSE website, August 2007 (local reduction).

star[862] Meyer, Alexandre, Fabrice Neyret, and Pierre Poulin, "Interactive Rendering of Trees with Shading and Shadows," 12th Eurographics Workshop on Rendering, pp. 182-195, June 2001. http://www-imagis.imag.fr/Publications/2001/MNP01/

Lighting

starstarstarstar[535] Heidrich, Wolfgang, and Hans-Peter Seidel, "Realistic, Hardware-accelerated Shading and Lighting," Computer Graphics (SIGGRAPH 99 Proceedings), pp. 171-178, August 1999. http://www.cs.ubc.ca/~heidrich/Papers

starstarstar[691] Koonce, Rusty, "Deferred Shading in Tabula Rasa" in Hubert Nguyen, ed., GPU Gems 3, Addison-Wesley, pp. 429-457, 2007

starstar[881] Mitchell, Jason, Gary McTaggart, and Chris Green, "Shading in Valve's Source Engine," SIGGRAPH 2006 Advanced Real-Time Rendering in 3D Graphics and Games course notes, 2006. http://ati.amd.com/developer/techreports/2006/SIGGRAPH2006/Course_26_SIGGRAPH_2006.pdf

star[1254] Taylor, Philip, "Per-Pixel Lighting," In Driving DirectX web column, November 2001. http://msdn2.microsoft.com/en-us/library/ms810494.aspx

Shadows

[1405] Zhang, Fan, Hanqiu Sun, and Oskari Nyman, "Parallel-Split Shadow Maps on Programmable GPUs," in Hubert Nguyen, ed., GPU Gems 3, Addison-Wesley, pp. 203-237, 2007

starstarstarstar[354] Forsyth, Tom, "Making Shadow Buffers Robust Using Multiple Dynamic Frustums," in Wolfgang Engel, ed., ShaderX4, Charles River Media, pp. 331-346, 2005

starslides[357] Forsyth, Tom, "Shadowbuffers," Game Developers Conference, March 2007. http://home.comcast.net/~tom_forsyth/papers/papers.html website

star[122] Blow, Jonathan, "Happycake Development Notes: Shadows," article on website. http://number-none.com/happycake/notes_8/index.html

starstarslides[594] Isidoro, John, "Shadow Mapping: GPU-based Tips and Techniques," Game Developers Conference, March 2006. http://ati.amd.com/developer/gdc/2006/Isidoro-ShadowMapping.pdf

[1053] Reeves, William T., David H. Salesin, and Robert L. Cook, "Rendering Antialiased Shadows with Depth Maps," Computer Graphics (SIGGRAPH '87 Proceedings), pp. 283-291, July 1987

Effects

Ocean Waves and Dynamic Terrain

star[592] Rendering Ocean Waves, John Isidoro, et al, ShaderX.

starstar[703] Using Vertex Texture Displacement for Realistic Water Rendering, Yuri Kryachko, GPU Gems 2.

Skinning and Morphing

starstarstarstar[636] Skinning with Dual Quaternions, Ladislav Kavan, et al., I3D 2007.

starstar[161] Recent Advances in Mesh Morphing, Marc Alexa, Computer Graphics Forum, Volume 21, Issue 2 (p 173-198).

starstar[793] DirectX 10 Blend Shapes (Safari on-line), Tristan Lorach, GPU Gems 3. See also: GPU Blend Shapes, Tristan Lorach, nVidia White paper.

Hair

[1327] Ward, Kelly, Florence Bertails, Tae-Yong Kim, Stephen R. Marschner, Marie-Paule Cani, and Ming Lin, "A Survey on Hair Modeling: Styling, Simulation, and Rendering," IEEE Transactions on Visualization and Computer Graphics (TVCG), vol. 13, no. 2, pp. 213234, March/April 2007. http://www-evasion.imag.fr/Publications/2007/WBKMCL07/