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		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T19:43:20Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:43時点における版&lt;/td&gt;
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		<author><name>Yamyam</name></author>
		
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		<title>wiki&gt;Brecht: moved Dev:2.6/Source/Render/Cycles/Papers to Dev:Source/Render/Cycles/Papers: remove namespace version</title>
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		<summary type="html">&lt;p&gt;moved &lt;a href=&quot;/Dev:2.6/Source/Render/Cycles/Papers&quot; class=&quot;mw-redirect&quot; title=&quot;Dev:2.6/Source/Render/Cycles/Papers&quot;&gt;Dev:2.6/Source/Render/Cycles/Papers&lt;/a&gt; to &lt;a href=&quot;/Dev:Source/Render/Cycles/Papers&quot; title=&quot;Dev:Source/Render/Cycles/Papers&quot;&gt;Dev:Source/Render/Cycles/Papers&lt;/a&gt;: remove namespace version&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Interesting Papers ==&lt;br /&gt;
&lt;br /&gt;
Collection of potentially useful papers.&lt;br /&gt;
&lt;br /&gt;
=== Adaptive Rendering ===&lt;br /&gt;
&lt;br /&gt;
* A Novel Adaptive Sampling by Tsallis Entropy&lt;br /&gt;
* A Progressive Error Estimation Framework for Photon Density Estimation&lt;br /&gt;
* Adaptive Sampling and Bias Estimation in Path Tracing&lt;br /&gt;
* New Contrast Measure for Pixel Supersampling&lt;br /&gt;
* An Adaptive Sampling Technique for Multidimensional Integration by Ray Tracing&lt;br /&gt;
* A Perceptually Based Adaptive Sampling Algorithm&lt;br /&gt;
* Entropy-based Adaptive Sampling&lt;br /&gt;
* Multidimensional Adaptive Sampling and Reconstruction for Ray Tracing&lt;br /&gt;
* Refinement Criteria for Global Illumination using Convex Functions&lt;br /&gt;
* Generating Antialiased Images at Low Sampling Densities&lt;br /&gt;
* Adaptive Wavelet Rendering&lt;br /&gt;
&lt;br /&gt;
=== Motion Blur ===&lt;br /&gt;
&lt;br /&gt;
* Micropolygon Ray Tracing With Defocus and Motion Blur&lt;br /&gt;
* Diploma Thesis: Motion Blur&lt;br /&gt;
&lt;br /&gt;
=== BVH ===&lt;br /&gt;
&lt;br /&gt;
* Ordered Depth-First Layouts for Ray Tracing&lt;br /&gt;
* Faster Incoherent Rays: Multi-BVH Ray Stream Tracing&lt;br /&gt;
* Incoherent Ray Tracing on GPU&lt;br /&gt;
* HLBVH: Hierarchical LBVH Construction for Real Time Ray Tracing of Dynamic Geometry&lt;br /&gt;
* A hybrid CPU-GPU Implementation for Interactive Ray-Tracing of Dynamic Scenes&lt;br /&gt;
* Real-Time KD-Tree Construction on Graphics Hardware&lt;br /&gt;
* Memory-Scalable GPU Spatial Hierarchy Construction&lt;br /&gt;
* Fast Ray Sorting and Breadth-First Packet Traversal for GPU Ray Tracing&lt;br /&gt;
&lt;br /&gt;
=== Integrators ===&lt;br /&gt;
&lt;br /&gt;
* Image Synthesis using Adjoint Photons&lt;br /&gt;
* Combining Global and Local Virtual Lights for Detailed Glossy Illumination&lt;br /&gt;
* Coherent Metropolis Light Transport with Multiple-Try Mutations&lt;br /&gt;
* Variance Reduction for Russion roulette&lt;br /&gt;
* Bi-directional path tracing&lt;br /&gt;
* Reducing the Number of Shadow Rays in Bidirectional Path Tracing&lt;br /&gt;
* Progressive Photon Mapping&lt;br /&gt;
* Stochastic Progressive Photon Mapping&lt;br /&gt;
&lt;br /&gt;
=== MLT ===&lt;br /&gt;
&lt;br /&gt;
* Arbitrary Importance Functions for Metropolis Light Transport&lt;br /&gt;
* Sampling methods in ray-based global illumination&lt;br /&gt;
* Energy Redistribution Path Tracing&lt;br /&gt;
* Acceleration of the Multiple-Try Metropolis using Antithetic and Stratified Sampling&lt;br /&gt;
* Metropolis Instant Radiosity&lt;br /&gt;
* Metropolis Light Transport&lt;br /&gt;
* Photorealistic Image Rendering with Population Monte Carlo Energy Redistribution&lt;br /&gt;
* Population Monte Carlo Path Tracing&lt;br /&gt;
* Population Monte Carlo Samplers for Rendering&lt;br /&gt;
* A Simple and Robust Mutation Strategy for the Metropolis Light Transport Algorithm&lt;br /&gt;
* A Variance Analysis of the Metropolis Light Transport Algorithm&lt;br /&gt;
&lt;br /&gt;
=== Volume rendering ===&lt;br /&gt;
&lt;br /&gt;
* Unbiased Global Illumination with Participating Media&lt;br /&gt;
* Instant Multiple Scattering for Interactive Rendering of Heterogeneous Participating Media&lt;br /&gt;
* Radiance Caching for Participating Media&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* Photographic Tone Reproduction for Digital Images&lt;br /&gt;
* Non-symmetric Scattering in Light Transport Algorithms&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
&lt;br /&gt;
* Light Scattering from Filaments&lt;br /&gt;
* Dual Scattering Approximation for Fast Multiple Scattering in Hair&lt;br /&gt;
* Photo-Realistic Rendering of Blond Hair&lt;br /&gt;
* Rendering Fur with Three Dimensional Textures&lt;br /&gt;
* Light Scattering from Human Hair Fibers&lt;br /&gt;
&lt;br /&gt;
=== SSS ===&lt;br /&gt;
&lt;br /&gt;
* Modeling and Rendering of Weathered Stone&lt;br /&gt;
* A Spectral Shading Model for Human Skin&lt;br /&gt;
* Acquiring Scattering Properties of Participating Media by Dilution&lt;br /&gt;
* Rendering Translucent Materials Using Photon Diffusion&lt;br /&gt;
* Monte Carlo Evaluation Of Non-Linear Scattering Equations For Subsurface Reflection&lt;br /&gt;
* Light Diffusion in Multi-Layered Translucent Materials&lt;br /&gt;
* Implementing a skin BSSRDF (or several...)&lt;br /&gt;
* Efficient Rendering of Local Subsurface Scattering&lt;br /&gt;
* An Empirical BSSRDF Model&lt;br /&gt;
* A Spectral BSSRDF for Shading Human Skin&lt;br /&gt;
* A Practical Model for Subsurface Light Transport&lt;br /&gt;
* A Layered, Heterogeneous Reflectance Model for Acquiring and Rendering Human Skin&lt;br /&gt;
&lt;br /&gt;
=== Micropoly ===&lt;br /&gt;
&lt;br /&gt;
* DiagSplit: Parallel, Crack-free, Adaptive Tessellation for Micropolygon Rendering&lt;br /&gt;
* Approximating Subdivision Surfaces with Gregory Patches for Hardware Tessellation&lt;br /&gt;
* Real-Time View-Dependent Rendering of Parametric Surfaces&lt;br /&gt;
* Rendering Complex Scenes with Memory-Coherent Ray Tracing&lt;br /&gt;
* Direct Ray Tracing of Smoothed and Displacement Mapped Triangles&lt;br /&gt;
&lt;br /&gt;
== Used Papers ==&lt;br /&gt;
&lt;br /&gt;
Publications from which we implement parts:&lt;br /&gt;
&lt;br /&gt;
* Constructing Sobol sequences with better two-dimensional projections ([http://web.maths.unsw.edu.au/~fkuo/sobol/ link])&lt;br /&gt;
* Diploma Thesis Motion Blur ([http://gruenschloss.org/motion-blur/motion-blur.pdf pdf])&lt;br /&gt;
* Ray Tracing Deformable Scenes using Dynamic Bounding Volume Hierarchies ([http://www.sci.utah.edu/~wald/Publications/2007///BVH/download//togbvh.pdf pdf])&lt;br /&gt;
* Spatial Splits in Bounding Volume Hierarchies ([http://www.nvidia.com/object/nvidia_research_pub_012.html link])&lt;br /&gt;
* Optimally Combining Sampling Techniques for Monte Carlo Rendering ([http://www-graphics.stanford.edu/papers/combine/ link])&lt;br /&gt;
* A Practical Analytic Model for Daylight ([http://www.cs.utah.edu/~shirley/papers/sunsky/ link])&lt;br /&gt;
* Microfacet Models for Refraction through Rough Surfaces ([http://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.pdf pdf])&lt;br /&gt;
* Predicting Reflectance Functions from Complex Surfaces ([http://www.graphics.cornell.edu/~westin/SIGGRAPH92.html link])&lt;br /&gt;
* Measuring and Modeling Anisotropic Reflection ([http://radsite.lbl.gov/radiance/papers/sg92/paper.html link])&lt;br /&gt;
* Notes on the Ward BRDF ([http://www.graphics.cornell.edu/~bjw/wardnotes.pdf pdf])&lt;br /&gt;
* A Microfacet-based BRDF Generator ([http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.18.2354 link])&lt;br /&gt;
* Tracing Ray Differentials ([http://www-graphics.stanford.edu/papers/trd/ link])&lt;br /&gt;
* What is the Space of Camera Response Functions? ([http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php link])&lt;br /&gt;
* Fast, minimum storage ray-triangle intersection ([http://www.graphics.cornell.edu/pubs/1997/MT97.html link])&lt;br /&gt;
* Understanding the Efficiency of Ray Traversal on GPUs ([http://www.nvidia.com/object/nvidia_research_pub_011.html link])&lt;br /&gt;
* A Ray Tracing Hardware Architecture for Dynamic Scenes ([http://www.sven-woop.de/publications.html link])&lt;br /&gt;
* Improving Noise ([http://mrl.nyu.edu/~perlin/noise/ link])&lt;br /&gt;
* Texturing and Modelling: A procedural approach&lt;/div&gt;</summary>
		<author><name>wiki&gt;Brecht</name></author>
		
	</entry>
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