Illumination for computer generated pictures + Full Dissertation |
Bui Tuong Phong |
1975 |
An Improved Illumination Model for Shaded Display |
Turner Whitted |
CACM 1980 |
A Reflectance Model for Computer Graphics |
Robert L. Cook, Kenneth E. Torrance |
SIGGRAPH 1981 |
Modeling the Interaction of Light Between Diffuse Surfaces |
Cindy M. Goral, Kenneth E. Torrance, Donald P. Greenberg, Bennett Battaile |
SIGGRAPH 1984 |
Ray Tracing Volume Densities |
James Kajiya, Brian Von Herren |
SIGGRAPH 1984 |
The Reyes Rendering Architecture |
Robert L. Cook, Loren Carpenter, Edwin Catmull |
SIGGRAPH 1987 |
Bi-Directional Path Tracing |
Eric P. Lafortune, Yves D. Willems |
Compugraphics 1993 |
Radiosity and Realistic Image Synthesis |
Michael F. Cohen |
Book, 1993 |
The Irradiance Volume + Full thesis |
Gene Greger, Peter Shirley, Philip M. Hubbard, Donald P. Greenberg |
1996 |
Instant Radiosity + Slides |
Alexander Keller |
SIGGRAPH 1997 |
Robust monte carlo methods for light transport simulation |
Eric Veach |
1997 |
Metropolis Light Transport |
Eric Veach, Leonidas J. Guibas |
SIGGRAPH 1997 |
Fast Minimum Storage Ray/Triangle Intersection |
Tomas Möller, Ben Trumbore |
JGT 1997 |
An Anisotropic Phong Light Reflection Model |
Michael Ashikhmin, Peter Shirley |
Journal of Graphics Tools 2000 |
Weighted Importance Sampling Techniques for Monte Carlo Radiosity |
Philippe Bekaert, Mateu Sbert, Yves D. Willems |
Eurographics 2000 |
An Efficient Representation for Irradiance Environment Maps |
Ravi Ramamoorthi, Pat Hanrahan |
SIGGRAPH 2001 |
Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments + PRTCourse + Normal Mapping for PRT + Deformations |
Peter-Pike Sloan, Jan Kautz, John Snyder |
SIGGRAPH 2002 |
Global Illumination Compedinum |
Philip Dutré |
|
Half-Life 2 / Valve Source Shading |
Gary McTaggart |
GDC 2004 |
Deferred Shading |
Shawn Hargreaves |
GDC 2004 |
Irradiance Volumes for Games |
N. Tatarchuk |
GDC Europe 2005 |
Precomputed Radiance Transfer: Theory and Practice |
J. Kautz, J. Lehtinen, Peter-Pike Sloan |
SIGGRAPH 2005 |
Energy Redistribution Path Tracing + Video talk |
David Cline, Justin Talbot, Parris Egbert |
SIGGRAPH 2005 |
Reflective Shadow Maps |
Carsten Dachsbacher, Marc Stamminger |
i3D 2005 |
Importance Resampling for Global Illumination |
Justin Talbot |
EGS 2005 |
Non-interleaved Deferred Shading of Interleaved Sample Patterns |
Benjamin Segovia, Jean-Claude Iehl, Bernard Péroche |
Eurographics 2006 |
Jump Flooding in GPU with Applications to Voronoi Diagram and Distance Transform |
Guodong Rong, Tiow-Seng Tan |
i3D 2006 |
Variance Shadow Maps |
William Donnelly, Andrew Lauritzen |
i3D 2006 |
HDR in Valve’s Source Engine |
Gary McTaggart |
SIGGRAPH 2006 |
Shading in Valve’s Source Engine + Slides |
Jason Mitchell, Gary McTaggart, Chris Green |
SIGGRAPH 2006 |
Accelerated regular grid traversals using extended anisotropic chessboard distance fields on a parallel stream processor |
Alphan Es, Veysi Isler |
2007 |
Advanced Real-Time Rendering in 3D Graphics and Games (all papers) |
Johan Andersson, Shannon Drone, Nico Galoppo, Chris Green, Chris Oat, Jason L. Mitchell, Martin Mittring, Natalya Tatarchuk |
SIGGRAPH 2007 |
Efficient Self-Shadowed Radiosity Normal Mapping + SIGGRAPH paper |
Chris Green |
SIGGRAPH 2007 |
Joint Bilateral Upsampling |
Johannes Kopf, Michael F. Cohen, Dani Lischinski, Matt Uyttendaele |
SIGGRAPH 2007 |
Finding Next Gen – CryEngine 2 |
Martin Mittring |
SIGGRAPH 2007 |
Microfacet Models for Refraction through Rough Surfaces |
Bruce Walter, Stephen R. Marschner, Hongsong Li, Kenneth E. Torrance |
ESGR 2007 |
Convolution shadow maps |
Thomas Annen, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz |
EGSR 2007 |
Raytracing Prefiltered Occlusion for Aggregate Geometry |
D. Lacewell, B. Burley, S. Boulos, P. Shirley |
3rd Symposium on Interactive Ray Tracing (2008) |
Stupid Spherical Harmonics (SH) Tricks |
Peter-Pike Sloan |
GDC 2008 |
Post Processing in The Orange Box |
Alex Vlachos |
GDC 2008 |
Image-Space Horizon-Based Ambient Occlusion + Presentation |
Louis Bavoil, Miguel Sainz, Rouslan Dimitrov |
SIGGRAPH 2008 |
Advanced Virtual Texture Topics |
Martin Mittring |
SIGGRAPH 2008 |
Exponential shadow maps + Thesis |
Thomas Annen, Tom Mertens, Hans-Peter Seidel, Eddy Flerackers, Jan Kautz |
GI 2008 |
Imperfect Shadow Maps for Efficient Computation of Indirect Illumination |
T. Ritschel, T. Grosch, M. H. Kim, H.-P. Seidel, C. Dachsbacher, J. Kautz |
2008 |
Approximating Dynamic Global Illumination in Image Space (SSDO) |
T. Ritschel, T. Grosch H.P., Seidel |
i3D 2009 |
Importance sampling spherical harmonics |
Wojciech Jarosz, Nathan A. Carr, Henrik Wann Jensen |
Eurographics 2009 |
Image Space Gathering |
Austin Robison, Peter Shirley |
HPG 2009 |
Light Propagation Volumes in CryEngine 3 + Slides |
Anton Kaplanyan |
SIGGRAPH 2009 |
Stochastic Progressive Photon Mapping |
Toshiya Hachisuka, Henrik Wann Jensen |
SIGGRAPH Asia 2009 |
Shading a Bigger, Better Sequel: Techniques in Left 4 Dead 2 |
Bronwen Grimes |
GDC 2010 |
Rendering Wounds in Left 4 Dead 2 |
Alex Vlachos |
GDC 2010 |
Efficient Sparse Voxel Octrees |
Samuli Laine, Tero Karras |
i3D 2010 |
Spatio-Temporal Upsampling on the GPU |
Robert Herzog, Elmar Eisemann, Karol Myszkowski, H.-P. Seidel |
SIGGRAPH 2010 |
Water Flow in Portal 2 |
Alex Vlachos |
SIGGRAPH 2010 |
Real-time Diffuse Global Illumination in CryENGINE 3 |
Anton Kaplanyan |
SIGGRAPH 2010 |
CryENGINE 3: reaching the speed of light |
Anton Kaplanyan |
SIGGRAPH 2010 |
A Real-Time Radiosity Architecture for Video Game |
Sam Martin, Per Einarsson |
SIGGRAPH 2010 |
Introduction to GPU Radix Sort |
Takahiro Harada, Lee Howes |
2011 |
VoxelPipe: A Programmable Pipeline for 3D Voxelization |
Jacopo Pantaleoni |
HPG 2011 |
Bidirectional light transport with vertex merging |
Iliyan Georgiev, Jaroslav Křivánek, Philipp Slusallek |
SIGGRAPH Asia 2011 |
The Technology Behind the DirectX 11 Unreal Engine "Samaritan" Demo + Video |
Martin Mittring, Bryan Dudash |
GDC 2011 |
Introduction to GPU Radix Sort |
Takahiro Harada, Lee Howes |
2011 |
Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3 |
Nikolay Stefanov |
GDC 2012 |
Stable SSAO in Battlefield 3 with Selective Temporal Filtering (Video) + Slides |
Louis Bavoil |
GDC 2012 |
Forward+: Bringing Deferred Lighting to the Next Level |
Takahiro Harada, Jay McKee, Jason C.Yang |
EGSR 2012 |
Light Probe Interpolation Using Tetrahedral Tessellations |
Robert Cupisz |
SIGGRAPH 2012 |
Graphics Gems for Games - Findings from Avalanche Studios (Just Cause 2) |
Emil Persson |
SIGGRAPH 2012 |
Axis-Aligned Filtering for Interactive Sampled Soft Shadows |
Mehta et al. |
SIGGRAPH 2012 |
Real-Time Bidirectional Path Tracing via Rasterization |
Yusuke Tokuyoshi, Shinji Ogaki |
SIGGRAPH 2012 |
Physically Based Shading at Disney + Slides |
Brent Burley |
SIGGRAPH 2012 |
Manifold Exploration: A Markov Chain Monte Carlo Technique for Rendering Scenes with Difficult Specular Transport |
Wenzel Jakob, Steve Marschner |
SIGGRAPH 2012 |
Local Image-based Lighting With Parallax-corrected Cubemap |
Sébastien Lagarde, Antoine Zanuttini |
SIGGRAPH 2012 |
Light Transport Simulation with Vertex Connection and Merging |
Iliyan Georgiev, Jaroslav Křivánek, Tomáš Davidovič, Philipp Slusallek |
SIGGRAPH Asia 2012 |
The Compact YCoCg Frame Buffer |
Pavlos Mavridis, Georgios Papaioannou |
JCGT 2012 |
Lighting Technology of "The Last of Us" |
Michał Iwanicki |
SIGGRAPH 2013 |
Axis-Aligned Filtering for Interactive Physically-Based Diffuse Indirect Lighting |
Mehta et al. |
SIGGRAPH 2013 |
Real Shading in Unreal Engine 4 |
Brian Karis |
SIGGRAPH 2013 |
Crafting a Next-Gen Material Pipeline for The Order: 1886 + Slides |
David Neubelt, Matt Pettineo |
SIGGRAPH 2013 |
Getting More Physical in Call of Duty: Black Ops II + Slides |
Dimitar Lazarov |
SIGGRAPH 2013 |
CRYENGINE 3 Graphics Gems |
Tiago Sousa |
SIGGRAPH 2013 |
Playing with Real-Time Shadows (CRYENGINE 3) |
Nikolas Kasyan |
SIGGRAPH 2013 |
The Visibility Buffer: A Cache-Friendly Approach to Deferred Shading |
Christopher A. Burns, Warren A. Hunt |
JCGT 2013 |
Specular BRDF Reference |
Brian Karis |
Site, 2013 |
Tone Mapping |
Brian Karis |
Site, 2013 |
Lighting Killzone: Shadow Fall |
Michal Drobot |
Digital Dragons 2013 |
Line-Sweep Ambient Obscurance |
Ville Timonen |
ESGR 2013 |
In-Game and Cinematic Lighting of The Last of Us |
Vivian Ding |
GDC 2014 |
Efficient GPU Screen-Space Ray Tracing |
Morgan McGuire, Michael Mara |
JCGT 2014 |
Survey of Efficient Representations for Independent Unit Vectors |
Zina H. Cigolle, Sam Donow, Daniel Evangelakos, Michael Mara, Morgan McGuire |
JCGT 2014 |
Importance Sampling Microfacet-Based BSDFs using the Distribution of Visible Normals + Slides |
Eric Heitz, Eugene d’Eon |
EGSR 2014 |
Taking Killzone Shadow Fall Image Quality Into The Next Generation |
Michal Valient |
GDC 2014 |
Next Generation Post Processing in Call of Duty: Advanced Warfare |
Jorge Jimenez |
SIGGRAPH 2014 |
High-Quality Temporal Supersampling |
Brian Karis |
SIGGRAPH 2014 |
Moving Frostbite to Physically Based Rendering |
Sebastien Lagarde, Charles de Rousiers |
SIGGRAPH 2014 |
Multi-Scale Global Illumination in Quantum Break |
Remedy Entertainment |
SIGGRAPH 2015 |
Stochastic Screen-Space Reflections (Stochastic SSR) |
Tomasz Stachowiak |
SIGGRAPH 2015 |
An Adaptive Acceleration Structure for Screen-space Ray Tracing |
Sven Widmer |
HPG 2015 |
Landscape creation and rendering in REDengine 3 |
Marcin Gollent |
SIGGRAPH 2015 |
The Real-time Volumetric Cloudscapes of Horizon: Zero Dawn |
Andrew Schneider |
SIGGRAPH 2015 |
Dynamic Occlusion with Signed Distance Fields |
Daniel Wright |
SIGGRAPH 2015 |
Advanced Lighting R&D at Ready At Dawn Studios |
David Neubelt, Matt Pettineo |
SIGGRAPH 2015 |
Moment Shadow Mapping + Thesis |
Christoph Peters, Reinhard Klein |
i3D 2015 |
Horizon Occlusion for Normal Mapped Reflections |
Jeff Russell |
2015 |
Specular Lobe-Aware Filtering and Upsampling for Interactive Indirect Illumination |
Yusuke Tokuyoshi |
2015 |
Stochastic Light Culling + Slides |
Yusuke Tokuyoshi, Takahiro Harada |
JCGT 2016 |
Global Illumination in Tom Clancy’s The Division |
Nikolay Stefanov |
GDC 2016 |
Rendering Rainbow Six Siege |
Jalal Eddine El Mansouri |
GDC 2016 |
Volumetric Global Illumination At Treyarch |
JT Hooker |
SIGGRAPH 2016 |
Blue-noise Dithered Sampling + Slides |
I. Georgiev, M. Fajardo |
SIGGRAPH 2016 |
Real-Time Polygonal-Light Shading with Linearly Transformed Cosines |
Eric Heitz et al. |
SIGGRAPH 2016 |
The devil is in the details: idTech 666 |
Tiago Sousa, Jean Geffroy |
SIGGRAPH 2016 |
Real-Time Global Illumination Using Precomputed Illuminance Composition with Chrominance Compression + Thesis |
David Kuri, Johannes Jendersie, Thorsten Grosch |
JCGT 2016 |
Product Importance Sampling for Light Transport Path Guiding |
Sebastian Herholz, Oskar Elek, Jiří Vorba, Hendrik Lensch, Jaroslav Křivánek |
EGSR 2016 |
Image-space control variates for rendering |
Fabrice Rousselle, Wojciech Jarosz, Jan Novák |
SIGGRAPH Asia 2016 |
Real-Time Global Illumination using Precomputed Light Field Probes + Slides + Thesis |
Morgan McGuire |
i3D 2017 |
Rendering of Call of Duty Infinite Warfare |
Michal Drobot |
Digital Dragons 2017 |
Precomputed Lighting in Call of Duty Infinite Warfare |
Michał Iwanicki, Peter-Pike Sloan |
SIGGRAPH 2017 |
Real-time Global Illumination by Precomputed Local Reconstruction from Sparse Radiance Probes |
Ari Silvennoinen, Jaakko Lehtinen |
SIGGRAPH Asia 2017 |
Deep Scattering: Rendering Atmospheric Clouds with Radiance-Predicting Neural Networks |
Simon Kallweit, Thomas Müller, Brian McWilliams, Markus Gross, Jan Novák |
SIGGRAPH Asia 2017 |
Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path-Traced Global Illumination |
Schied et al. |
HPG 2017 |
An efficient denoising algorithm for global illumination |
Michael Mara, Morgan McGuire, Benedikt Bitterli, Wojciech Jarosz |
HPG 2017 |
Combining Analytic Direct Illumination and Stochastic Shadows + Slides |
E. Heitz, S. Hill, M. McGuire |
i3D 2018 |
Progressive Multi-Jittered Sample Sequences |
Per Christensen, Andrew Kensler, Charlie Kilpatrick |
Eurographics 2018 |
Introduction to DirectX RayTracing |
Chris Wyman, Shawn Hargreaves, Peter Shirley, Colin Barré-Brisebois |
SIGGRAPH 2018 |
A Life of a Bokeh |
Guillaume Abadie |
SIGGRAPH 2018 |
Integrating clipped spherical harmonics expansions |
Laurent Belcour, Guofu Xie, Christophe Hery, Mark Meyer, Wojciech Jarosz, Derek Nowrouzezahrai |
SIGGRAPH 2018 |
Sampling the GGX Distribution of Visible Normals |
Eric Heitz |
JCGT 2018 |
Importance Sampling of Many Lights with Adaptive Tree Splitting |
Alejandro Conty Estevez, Christopher Kulla |
HPG 2018 |
Deferred Adaptive Compute Shading |
Ian Mallett, Cem Yuksel |
HPG 2018 |
Gradient Estimation for Real-Time Adaptive Temporal Filtering |
Christoph Schied, Christoph Peters, Carsten Dachsbacher |
PACMCGIT 2018 |
Horizon-Based Indirect Lighting + Code |
Benoît “Patapom” Mayaux |
Site, 2018 |
Screen Space Cone Tracing for Glossy Reflections |
Lukas Hermanns |
Thesis, 2018 |
Progressive Spatiotemporal Variance-Guided Filtering |
Jan Dundr |
CESCG 2018 |
Exploring Ray Traced Future in Metro Exodus |
Shyshkovtsov, Karmalsky, Archard, Zhdan |
GDC 2019 |
It Just Works: Ray-Traced Reflections in ‘Battlefield V’ + Slides |
Johannes Deligiannis, Jan Schmid |
GDC 2019 |
Fast Non-uniform Radiance Probe Placement and Tracing |
Wang et. al. |
i3D 2019 |
Real-Time Rendering with Lighting Grid Hierarchy |
Daqi Lin, Cem Yuksel |
i3D 2019 |
Improved Geometric Specular Antialiasing |
Yusuke Tokuyoshi, Anton Kaplanyan |
i3D 2019 |
Checkerboard rendering in Dark Souls: Remastered |
Pursche, Vennstrom |
DD 2019 |
Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields |
Zander Majercik, Jean-Philippe Guertin, Derek Nowrouzezahrai, Morgan McGuire |
JCGT 2019 |
On Histogram-preserving Blending for Randomized Texture Tiling |
Brent Burley |
JCGT 2019 |
A Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting |
Carmelo J. Fdez-Agüera |
JCGT 2019 |
Real-Time Path Tracing and Denoising in Quake II |
Christoph Schied, Alexey Panteleev |
GTC 2019 |
Stochastic Lightcuts |
Cem Yuksel |
HPG 2019 |
A Low-Discrepancy Sampler that Distributes Monte Carlo Errors as a Blue Noise in Screen Space |
Eric Heitz et al. |
SIGGRAPH 2019 |
Neural Importance Sampling |
Thomas Müller, Brian McWilliams, Fabrice Rousselle, Markus Gross, Jan Novák |
SIGGRAPH 2019 |
Path Guiding in Production |
Jiří Vorba, Johannes Hanika, Sebastian Herholz, Thomas Müller, Jaroslav Křivánek, Alexander Keller |
SIGGRAPH 2019 |
Hierarchical Russian Roulette for Vertex Connections |
Yusuke Tokuyoshi, Takahiro Harada |
SIGGRAPH 2019 |
Blockwise Multi-Order Feature Regression for Real-Time Path Tracing Reconstruction + Video |
Matias Koskela, Kalle Immonen, Markku Mäkitalo, Alessandro Foi, Timo Viitanen, Pekka Jääskeläinen, Heikki Kultala, Jarmo Takala |
SIGGRAPH 2019 |
Reparameterizing discontinuous integrands for differentiable rendering |
Guillaume Loubet, Nicolas Holzschuch, Wenzel Jakob |
SIGGRAPH Asia 2019 |
Mitsuba 2: A Retargetable Forward and Inverse Renderer |
Merlin Nimier-David, Delio Vicini, Tizian Zeltner, Wenzel Jakob |
SIGGRAPH Asia 2019 |
Ray Guiding for Production Lightmap Baking |
Ari Silvennoinen, Peter-Pike Sloan |
SIGGRAPH Asia 2019 |
Neural Temporal Adaptive Sampling and Denoising |
Hasselgren, Munkberg, Salvi, Patney, Lefohn |
Eurographics 2020 |
On Ray Reordering Techniques for Faster GPU Ray Tracing |
Meister, Bokšanský, Guthe, Bittner |
i3D 2020 |
Stochastic Substitute Trees for Real-Time Global Illumination + Code |
Wolfgang Tatzgern, Benedikt Mayr, Bernhard Kerbl, Markus Steinberger |
i3D 2020 |
Real-Time Stochastic Lightcuts |
Daqi Lin, Cem Yuksel |
i3D 2020 |
A Survey of Temporal Antialiasing Techniques |
Lei Yang, Shiqiu Liu, Marco Salvi |
ESGR 2020 |
Can’t Invert the CDF? The Triangle-Cut Parameterization of the Region under the Curve |
Eric Heitz |
EGSR 2020 |
Temporal Sample Reuse for Next Event Estimation and Path Guiding for Real-Time Path Tracing |
Addis Dittebrandt, Johannes Hanika, Carsten Dachsbacher |
ESGR 2020 |
The design and evolution of the UberBake light baking system |
Seyb, Sloan, Silvennoinen, Iwanicki, Jarosz |
SIGGRAPH 2020 |
Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting |
Benedikt Bitterli, Chris Wyman, Matt Pharr, Peter Shirley, Aaron Lefohn, Wojciech Jarosz |
SIGGRAPH 2020 |
Advances in Monte Carlo Rendering: The Legacy of Jaroslav Krivanek |
Keller et al. |
SIGGRAPH 2020 |
Practical Product Sampling by Fitting and Composing Warps |
Hart et al. |
SIGGRAPH 2020 |
Introduction to the Vulkan Computer Graphics API |
Mike Bailey |
SIGGRAPH 2020 |
Specular Manifold Sampling for Rendering High-Frequency Caustics and Glints |
Tizian Zeltner, Iliyan Georgiev, Wenzel Jakob |
SIGGRAPH 2020 |
Some Thoughts on the Fresnel Term |
Naty Hoffman |
SIGGRAPH 2020 |
Continuous Multiple Importance Sampling |
Rex West, Iliyan Georgiev, Adrien Gruson, Toshiya Hachisuka |
SIGGRAPH 2020 |
Online path sampling control with progressive spatio-temporal filtering |
Jacopo Pantaleoni |
ArXiv 2020 |
Progressive Least-Squares Encoding for Linear Bases |
Thomas Roughton |
JCGT 2020 |
Surface Gradient–Based Bump Mapping Framework |
Morten S. Mikkelsen |
JCGT 2020 |
Raytraced Shadows in Call of Duty: Modern Warfare |
Michal Olejnik, Pawel Kozlowski |
DD 2020 |
Creating EA's Next Generation Hair Technology |
Jon Valdes, Robin Taillandier |
DD 2020 |
Perceptual Error Optimization for Monte Carlo Rendering |
Vassillen Chizhov, Iliyan Georgiev, Karol Myszkowski, Gurprit Singh |
ArXiv 2020 |
Ray-Traced Glossy Reflections Using Screen-Space Roughness |
Peter Kristof |
GTC 2020 |
Fast Denoising with Self Stabilizing Recurrent Blurs (Slides) |
Dmitry Zhdan |
GTC 2020 |
Neural Control Variates |
Thomas Müller, Fabrice Rousselle, Alexander Keller, Jan Novák |
SIGGRAPH Asia 2020 |
Glossy Probe Reprojection for Interactive Global Illumination |
Simon Rodriguez, Thomas Leimkühler, Siddhant Prakash, Chris Wyman, Peter Shirley, George Drettakis |
SIGGRAPH Asia 2020 |
NeRF: Neural Radiance Fields |
Ben Mildenhall, Pratul P. Srinivasan, Matthew Tancik, Jonathan T. Barron, Ravi Ramamoorthi, Ren Ng |
ECCV 2020 |
High-Performance Image Filters via Sparse Approximations |
Kersten Schuster, Philip Trettner, Leif Kobbelt |
PACMGIT 2020 |
Crash Course in BRDF Implementation |
Jakub Boksansky |
2021 |
A Survey on Bounding Volume Hierarchies for Ray Tracing |
Daniel Meister, Shinji Ogaki, Carsten Benthin, Michael J. Doyle, Michael Guthe, Jiří Bittner |
Eurographics 2021 |
Temporally Reliable Motion Vectors for Real-time Ray Tracing + Slides + Video |
Zheng Zeng, Shiqiu (Edward) Liu, Jinglei Yang, Lu Wang, Ling-Qi Yan |
Eurographics 2021 |
Correlation-aware multiple importance sampling for bidirectional rendering algorithms |
Pascal Grittmann, Iliyan Georgiev, Philipp Slusallek |
Eurographics 2021 |
Improved Shader and Texture Level of Detail Using Ray Cones |
Tomas Akenine-Möller, Cyril Crassin, Jakub Boksansky, Laurent Belcour, Alexey Panteleev, Oli Wright |
JCGT 2021 |
Scaling Probe-Based Real-Time Dynamic Global Illumination for Production |
Zander Majercik, Adam Marrs, Josef Spjut, Morgan McGuire |
JCGT 2021 |
Stable Geometric Specular Antialiasing with Projected-Space NDF Filtering |
Yusuke Tokuyoshi, Anton Kaplanyan |
JCGT 2021 |
Fast temporal reprojection without motion vectors |
Johannes Hanika, Lorenzo Tessari, Carsten Dachsbacher |
JCGT 2021 |
Neural Radiosity |
Saeed Hadadan, Shuhong Chen, Matthias Zwicker |
ArXiv 2021 |
Dynamic Diffuse Global Illumination Resampling |
Zander Majercik, Thomas Müller, Alexander Keller, Derek Nowrouzezahrai, Morgan McGuire |
ArXiv 2021 |
Plenoxels: Radiance Fields without Neural Networks |
Alex Yu, Sara Fridovich-Keil, Matthew Tancik, Qinhong Chen, Benjamin Recht, Angjoo Kanazawa |
ArXiv 2021 |
Rearchitecting Spatiotemporal Resampling for Production |
Chris Wyman, Alexey Panteleev |
HPG 2021 |
ReSTIR GI: Path Resampling for Real-Time Path Tracing |
Yaobin Ouyang, Shiqiu Liu, Markus Kettunen, Matt Pharr, Jacopo Pantaleoni |
HPG 2021 |
Monte Carlo Estimators for Differential Light Transport |
Tizian Zeltner, Sébastien Speierer, Iliyan Georgiev, Wenzel Jakob |
SIGGRAPH 2021 |
BRDF Importance Sampling for Polygonal Lights |
Christoph Peters |
SIGGRAPH 2021 |
Unbiased VNDF Sampling for Backfacing Shading Normals |
Yusuke Tokuyoshi |
SIGGRAPH 2021 |
Reliable Feature-Line Driven Quad-Remeshing |
Nico Pietroni, Stefano Nuvoli, Thomas Alderighi, Paolo Cignoni, Marco Tarini |
SIGGRAPH 2021 |
Real-time Neural Radiance Caching for Path Tracing |
Thomas Müller, Fabrice Rousselle, Jan Novák, Alexander Keller |
SIGGRAPH 2021 |
Improved Spatial Upscaling through FidelityFX Super Resolution for Real-Time Game Engines |
Timothy Lottes, Kleber Garcia |
SIGGRAPH 2021 |
Experimenting With Concurrent Binary Trees for Large-scale Terrain Rendering |
Thomas Deliot, Jonathan Dupuy, Kees Rijnen, Xiaoling Yao |
SIGGRAPH 2021 |
Large-Scale Global Illumination at Activision |
Ari Silvennoinen |
SIGGRAPH 2021 |
Real-Time Samurai Cinema: Lighting, Atmosphere, and Tonemapping in Ghost of Tsushima |
Jasmin Patry |
SIGGRAPH 2021 |
A Deep Dive into Nanite Virtualized Geometry |
Brian Karis, Rune Stubbe, Graham Wihlidal |
SIGGRAPH 2021 |
Radiance Caching for Real-Time Global Illumination |
Daniel Wright |
SIGGRAPH 2021 |
Global Illumination Based on Surfels |
Andreas Brinck, Xiangshun Bei, Henrik Halen, Kyle Hayward |
SIGGRAPH 2021 |
Unity Rendering Architecture |
Sebastian Aaltonen, Timothy Cooper, Natalya Tatarchuk |
SIGGRAPH 2021 |
Geometry Rendering Pipeline Architecture at Activision |
Michal Drobot |
SIGGRAPH 2021 |
Hierarchical Neural Reconstruction for Path Guiding Using Hybrid Path and Photon Samples |
Shilin Zhu, Zexiang Xu, Tiancheng Sun, Alexandr Kuznetsov, Mark Meyer, Henrik Wann Jensen, Hao Su, Ravi Ramamoorthi |
SIGGRAPH 2021 |
Character Locomotion in Half-Life: Alyx + Video |
Joe van den Heuvel |
SIGGRAPH 2021 |
Moving Basis Decomposition for Precomputed Light Transport |
Ari Silvennoinen, Peter-Pike Sloan |
EGSR 2021 |
Fast Volume Rendering with Spatiotemporal Reservoir Resampling |
Daqi Lin, Chris Wyman, Cem Yuksel |
SIGGRAPH Asia 2021 |
Tiled Reservoir Sampling for Many-Light Rendering |
Yusuke Tokuyoshi |
2021 |
Instant Neural Graphics Primitives with a Multiresolution Hash Encoding |
Thomas Müller, Alex Evans, Christoph Schied, Alexander Keller |
ArXiv 2022 |