Deep screen space
暂无分享,去创建一个
[1] George Drettakis,et al. Interactive Sampling and Rendering for Complex and Procedural Geometry , 2001, Rendering Techniques.
[2] Michael Todd Bunnell,et al. Dynamic Ambient Occlusion and Indirect Lighting , 2005 .
[3] Carsten Dachsbacher,et al. Reflective shadow maps , 2005, I3D '05.
[4] Vlastimil Havran,et al. Temporally Coherent Adaptive Sampling for Imperfect Shadow Maps , 2013, Comput. Graph. Forum.
[5] Chris Wyman,et al. Multiresolution splatting for indirect illumination , 2009, I3D '09.
[6] Okan Arikan,et al. Hardware accelerated ambient occlusion techniques on GPUs , 2007, SI3D.
[7] Hans-Peter Seidel,et al. Approximating dynamic global illumination in image space , 2009, I3D '09.
[8] Barbara J. Meier. Painterly rendering for animation , 1996, SIGGRAPH.
[9] Naga K. Govindaraju,et al. Image-Based Proxy Accumulation for Real-Time Soft Global Illumination , 2007, 15th Pacific Conference on Computer Graphics and Applications (PG'07).
[10] Marina Daecher,et al. Level Of Detail For 3d Graphics , 2016 .
[11] Alexander Keller,et al. Instant radiosity , 1997, SIGGRAPH.
[12] Martin Mittring,et al. Finding next gen: CryEngine 2 , 2007, SIGGRAPH Courses.
[13] Ville Timonen. Line‐Sweep Ambient Obscurance , 2013, Comput. Graph. Forum.
[14] Timo Aila,et al. Understanding the efficiency of ray traversal on GPUs , 2009, High Performance Graphics.
[15] Robert L. Cook,et al. The Reyes image rendering architecture , 1987, SIGGRAPH.
[16] Friedhelm Meyer auf der Heide,et al. The randomized z-buffer algorithm: interactive rendering of highly complex scenes , 2001, SIGGRAPH.
[17] Hans-Peter Seidel,et al. Realistic, hardware-accelerated shading and lighting , 1999, SIGGRAPH.
[18] Jonathan D. Cohen,et al. Level of Detail for 3D Graphics , 2012 .
[19] K. Bala,et al. Lightcuts: a scalable approach to illumination , 2005, SIGGRAPH 2005.
[20] Louis Bavoil,et al. Image-space horizon-based ambient occlusion , 2008, SIGGRAPH '08.
[21] Morgan McGuire,et al. Ambient occlusion volumes , 2010, HPG '10.
[22] L CookRobert,et al. The Reyes image rendering architecture , 1987 .
[23] Henrik Wann Jensen,et al. A rapid hierarchical rendering technique for translucent materials , 2005, SIGGRAPH Courses.
[24] Matthias Zwicker,et al. Surfels: surface elements as rendering primitives , 2000, SIGGRAPH.
[25] Georgios Papaioannou,et al. Multi-view ambient occlusion with importance sampling , 2013, I3D '13.
[26] John R. Wallace,et al. A Ray tracing algorithm for progressive radiosity , 1989, SIGGRAPH '89.
[27] Bernard Péroche,et al. Non-interleaved deferred shading of interleaved sample patterns , 2006, GH '06.
[28] Per H. Christensen,et al. Point-Based Approximate Color Bleeding , 2008 .
[29] Diego Gutierrez,et al. Screen-space perceptual rendering of human skin , 2009, TAP.
[30] Richard Szeliski,et al. Layered depth images , 1998, SIGGRAPH.