Automatic shader level of detail
暂无分享,去创建一个
[1] Mark Segal,et al. The OpenGL Graphics System: A Specification , 2004 .
[2] Maryann Simmons,et al. Per-pixel smooth shader level of detail , 2003, SIGGRAPH '03.
[3] Jan Kautz,et al. Interactive rendering with arbitrary BRDFs using separable approximations , 1999, SIGGRAPH '99.
[4] Alfred V. Aho,et al. Compilers: Principles, Techniques, and Tools , 1986, Addison-Wesley series in computer science / World student series edition.
[5] Alain Fournier,et al. Separating Reflection Functions for Linear Radiosity , 1995, Rendering Techniques.
[6] Ken Perlin,et al. An image synthesizer , 1988 .
[7] Nelson L. Max,et al. Bidirectional reflection functions from surface bump maps , 1987, SIGGRAPH.
[8] Michael Garland,et al. Simplifying surfaces with color and texture using quadric error metrics , 1998, IEEE Visualization.
[9] David S. Ebert,et al. Texturing and Modeling: A Procedural Approach , 1994 .
[10] Hans-Peter Seidel,et al. Sampling procedural shaders using affine arithmetic , 1997, SIGGRAPH '97.
[11] William E. Lorensen,et al. Decimation of triangle meshes , 1992, SIGGRAPH.
[12] Hugues Hoppe,et al. Progressive meshes , 1996, SIGGRAPH.
[13] Dinesh Manocha,et al. Simplification envelopes , 1996, SIGGRAPH.
[14] Pat Hanrahan,et al. A language for shading and lighting calculations , 1990, SIGGRAPH.
[15] Pat Hanrahan,et al. An efficient representation for irradiance environment maps , 2001, SIGGRAPH.
[16] Hans-Peter Seidel,et al. Towards interactive bump mapping with anisotropic shift-variant BRDFs , 2000, Workshop on Graphics Hardware.
[17] Anselmo Lastra,et al. A shading language on graphics hardware: the pixelflow shading system , 1998, SIGGRAPH.
[18] Erik Ruf,et al. Specializing shaders , 1995, SIGGRAPH.
[19] James T. Kajiya,et al. Anisotropic reflection models , 1985, SIGGRAPH.
[20] Ulrich Neumann,et al. Real-time procedural textures , 1992, I3D '92.
[21] Michael D. McCool,et al. Real-time shading , 2002, SIGGRAPH '04.
[22] Carlo H. Séquin,et al. Adaptive display algorithm for interactive frame rates during visualization of complex virtual environments , 1993, SIGGRAPH.
[23] Pat Hanrahan,et al. Efficient partitioning of fragment shaders for multipass rendering on programmable graphics hardware , 2002, HWWS '02.
[24] Brian A. Barsky,et al. Advanced Renderman: Creating CGI for Motion Pictures , 1999 .
[25] Pat Hanrahan,et al. A real-time procedural shading system for programmable graphics hardware , 2001, SIGGRAPH.
[26] Hans-Peter Seidel,et al. Sampling procedural shaders using affine arithmetic , 1998, TOGS.
[27] William R. Mark,et al. Cg: a system for programming graphics hardware in a C-like language , 2003, ACM Trans. Graph..
[28] David S. Ebert,et al. Texturing and Modeling , 1998 .
[29] Dinesh Manocha,et al. Appearance-preserving simplification , 1998, SIGGRAPH.
[30] Nelson L. Max,et al. Smooth transitions between bump rendering algorithms , 1993, SIGGRAPH.
[31] Dan B. Goldman. Fake fur rendering , 1997, SIGGRAPH.
[32] Jung Hong Chuang. Level of Detail for 3D Graphics , 2002 .
[33] David Salesin,et al. Hierarchical image caching for accelerated walkthroughs of complex environments , 1996, SIGGRAPH.
[34] Marc Olano,et al. Interactive multi-pass programmable shading , 2000, SIGGRAPH.
[35] Robert L. Cook,et al. Shade trees , 1984, SIGGRAPH.
[36] Daniel G. Aliaga. Visualization of complex models using dynamic texture-based simplification , 1996, Proceedings of Seventh Annual IEEE Visualization '96.
[37] Greg Turk,et al. Re-tiling polygonal surfaces , 1992, SIGGRAPH.
[38] Michael D. McCool,et al. Homomorphic factorization of BRDFs for high-performance rendering , 2001, SIGGRAPH.