Dev:Source/Render/Cycles/Papers

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Interesting Papers

Collection of potentially useful papers.

Adaptive Rendering

  • A Novel Adaptive Sampling by Tsallis Entropy
  • A Progressive Error Estimation Framework for Photon Density Estimation
  • Adaptive Sampling and Bias Estimation in Path Tracing
  • New Contrast Measure for Pixel Supersampling
  • An Adaptive Sampling Technique for Multidimensional Integration by Ray Tracing
  • A Perceptually Based Adaptive Sampling Algorithm
  • Entropy-based Adaptive Sampling
  • Multidimensional Adaptive Sampling and Reconstruction for Ray Tracing
  • Refinement Criteria for Global Illumination using Convex Functions
  • Generating Antialiased Images at Low Sampling Densities
  • Adaptive Wavelet Rendering

Motion Blur

  • Micropolygon Ray Tracing With Defocus and Motion Blur
  • Diploma Thesis: Motion Blur

BVH

  • Ordered Depth-First Layouts for Ray Tracing
  • Faster Incoherent Rays: Multi-BVH Ray Stream Tracing
  • Incoherent Ray Tracing on GPU
  • HLBVH: Hierarchical LBVH Construction for Real Time Ray Tracing of Dynamic Geometry
  • A hybrid CPU-GPU Implementation for Interactive Ray-Tracing of Dynamic Scenes
  • Real-Time KD-Tree Construction on Graphics Hardware
  • Memory-Scalable GPU Spatial Hierarchy Construction
  • Fast Ray Sorting and Breadth-First Packet Traversal for GPU Ray Tracing

Integrators

  • Image Synthesis using Adjoint Photons
  • Combining Global and Local Virtual Lights for Detailed Glossy Illumination
  • Coherent Metropolis Light Transport with Multiple-Try Mutations
  • Variance Reduction for Russion roulette
  • Bi-directional path tracing
  • Reducing the Number of Shadow Rays in Bidirectional Path Tracing
  • Progressive Photon Mapping
  • Stochastic Progressive Photon Mapping

MLT

  • Arbitrary Importance Functions for Metropolis Light Transport
  • Sampling methods in ray-based global illumination
  • Energy Redistribution Path Tracing
  • Acceleration of the Multiple-Try Metropolis using Antithetic and Stratified Sampling
  • Metropolis Instant Radiosity
  • Metropolis Light Transport
  • Photorealistic Image Rendering with Population Monte Carlo Energy Redistribution
  • Population Monte Carlo Path Tracing
  • Population Monte Carlo Samplers for Rendering
  • A Simple and Robust Mutation Strategy for the Metropolis Light Transport Algorithm
  • A Variance Analysis of the Metropolis Light Transport Algorithm

Volume rendering

  • Unbiased Global Illumination with Participating Media
  • Instant Multiple Scattering for Interactive Rendering of Heterogeneous Participating Media
  • Radiance Caching for Participating Media

Other

  • Photographic Tone Reproduction for Digital Images
  • Non-symmetric Scattering in Light Transport Algorithms

Hair

  • Light Scattering from Filaments
  • Dual Scattering Approximation for Fast Multiple Scattering in Hair
  • Photo-Realistic Rendering of Blond Hair
  • Rendering Fur with Three Dimensional Textures
  • Light Scattering from Human Hair Fibers

SSS

  • Modeling and Rendering of Weathered Stone
  • A Spectral Shading Model for Human Skin
  • Acquiring Scattering Properties of Participating Media by Dilution
  • Rendering Translucent Materials Using Photon Diffusion
  • Monte Carlo Evaluation Of Non-Linear Scattering Equations For Subsurface Reflection
  • Light Diffusion in Multi-Layered Translucent Materials
  • Implementing a skin BSSRDF (or several...)
  • Efficient Rendering of Local Subsurface Scattering
  • An Empirical BSSRDF Model
  • A Spectral BSSRDF for Shading Human Skin
  • A Practical Model for Subsurface Light Transport
  • A Layered, Heterogeneous Reflectance Model for Acquiring and Rendering Human Skin

Micropoly

  • DiagSplit: Parallel, Crack-free, Adaptive Tessellation for Micropolygon Rendering
  • Approximating Subdivision Surfaces with Gregory Patches for Hardware Tessellation
  • Real-Time View-Dependent Rendering of Parametric Surfaces
  • Rendering Complex Scenes with Memory-Coherent Ray Tracing
  • Direct Ray Tracing of Smoothed and Displacement Mapped Triangles

Used Papers

Publications from which we implement parts:

  • Constructing Sobol sequences with better two-dimensional projections (link)
  • Diploma Thesis Motion Blur (pdf)
  • Ray Tracing Deformable Scenes using Dynamic Bounding Volume Hierarchies (pdf)
  • Spatial Splits in Bounding Volume Hierarchies (link)
  • Optimally Combining Sampling Techniques for Monte Carlo Rendering (link)
  • A Practical Analytic Model for Daylight (link)
  • Microfacet Models for Refraction through Rough Surfaces (pdf)
  • Predicting Reflectance Functions from Complex Surfaces (link)
  • Measuring and Modeling Anisotropic Reflection (link)
  • Notes on the Ward BRDF (pdf)
  • A Microfacet-based BRDF Generator (link)
  • Tracing Ray Differentials (link)
  • What is the Space of Camera Response Functions? (link)
  • Fast, minimum storage ray-triangle intersection (link)
  • Understanding the Efficiency of Ray Traversal on GPUs (link)
  • A Ray Tracing Hardware Architecture for Dynamic Scenes (link)
  • Improving Noise (link)
  • Texturing and Modelling: A procedural approach