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📚 A list of some interesting papers (computer graphics) that I read 📚

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Important resources

Authors' pages

Paper Name + Link Authors Year/Event
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

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