The randomized z-buffer algorithm: interactive rendering of highly complex scenes
暂无分享,去创建一个
Friedhelm Meyer auf der Heide | Wolfgang Straßer | Matthias Fischer | Michael Wand | Ingmar Peter | Michael Wand | W. Straßer | M. Fischer | F. Heide | I. Peter
[1] William H. Press,et al. Numerical Recipes in FORTRAN - The Art of Scientific Computing, 2nd Edition , 1987 .
[2] James F. Blinn,et al. Light reflection functions for simulation of clouds and dusty surfaces , 1982, SIGGRAPH.
[3] Arthur Appel,et al. Some techniques for shading machine renderings of solids , 1968, AFIPS Spring Joint Computing Conference.
[4] Andrew S. Glassner,et al. Principles of Digital Image Synthesis , 1995 .
[5] Marc Levoy,et al. Light field rendering , 1996, SIGGRAPH.
[6] Wayne E. Carlson,et al. Towards an interactive high visual complexity animation system , 1979, SIGGRAPH.
[7] Friedhelm Meyer auf der Heide,et al. Randomized Point Sampling for Output-Sensitive Rendering of Complex Dynamic Scenes , 2000 .
[8] David Eppstein,et al. Provably good mesh generation , 1990, Proceedings [1990] 31st Annual Symposium on Foundations of Computer Science.
[9] Josie Wernecke,et al. The inventor mentor - programming object-oriented 3D graphics with Open Inventor, release 2 , 1993 .
[10] Gavin S. P. Miller,et al. Hierarchical Z-buffer visibility , 1993, SIGGRAPH.
[11] Craig Gotsman,et al. Output‐SensitiveVisibility Algorithms for Dynamic Scenes with Applications to Virtual Reality , 1996, Comput. Graph. Forum.
[12] Russ Bubley,et al. Randomized algorithms , 1995, CSUR.
[13] Richard Szeliski,et al. The lumigraph , 1996, SIGGRAPH.
[14] Marc Levoy,et al. The Use of Points as a Display Primitive , 2000 .
[15] Enrico Puppo,et al. Simplification, LOD and MultiresolutionPrinciples and Applications , 1997, Eurographics.
[16] M. Garland,et al. Quadric-Based Polygonal Surface Simplification , 1999 .
[17] Matthias Zwicker,et al. Surfels: surface elements as rendering primitives , 2000, SIGGRAPH.
[18] Carlo H. Séquin,et al. Visibility preprocessing for interactive walkthroughs , 1991, SIGGRAPH.
[19] Marc Levoy,et al. QSplat: a multiresolution point rendering system for large meshes , 2000, SIGGRAPH.
[20] William J. Dally,et al. Point Sample Rendering , 1998, Rendering Techniques.
[21] William Feller,et al. An Introduction to Probability Theory and Its Applications , 1951 .
[22] Gernot Schaufler. Per-Object Image Warping with Layered Impostors , 1998, Rendering Techniques.
[23] David Salesin,et al. Fast Rendering of Complex Environments Using a Spatial Hierarchy , 1996, Graphics Interface.
[24] Dinesh Manocha,et al. Visibility culling using hierarchical occlusion maps , 1997, SIGGRAPH.
[25] William H. Press,et al. Numerical recipes in C. The art of scientific computing , 1987 .
[26] William H. Press,et al. The Art of Scientific Computing Second Edition , 1998 .
[27] James Arvo,et al. A survey of ray tracing acceleration techniques , 1989 .
[28] Robert L. Cook. Stochastic sampling and distributed ray tracing , 1989 .
[29] Richard Szeliski,et al. Layered depth images , 1998, SIGGRAPH.
[30] David Salesin,et al. Hierarchical image caching for accelerated walkthroughs of complex environments , 1996, SIGGRAPH.