Reading List

CMSC 635, Spring 2008

Readings marked with a * are not eligible for class presentation.

Papers with links to the ACM or IEEE digital library require digital library access. You should have access from any on-campus computer. From off campus, you can use a vpn connection to campus or the UMBC library researchport.

Presentations are color coded: [project topic] or [non-project topic]

Procedural Shading

Ken Perlin, "An image synthesizer," SIGGRAPH 1985, pp. 287 - 296.

J. P. Lewis, "Algorithms for solid noise synthesis," SIGGRAPH 1989, pp. 263 - 270.

Pat Hanrahan and Jim Lawson, "A Language for Shading and Lighting Calculations," SIGGRAPH 1990, pp. 289 - 298.

Graphics Hardware

James H. Clark, "The Geometry Engine: A VLSI Geometry System for Graphics," SIGGRAPH 1982, pp. 127 - 133.

* Steven Molnar, Michael Cox, David Ellsworth, Henry Fuchs, "A sorting classification of parallel rendering", IEEE Computer Graphics and Applications, v14n4 (July 1994), pp. 23 - 32.

Steven Molnar, John Eyles, John Poulton, "PixelFlow: high-speed rendering using image composition", SIGGRAPH 1992, pp.231-240.

Kurt Akeley, "Reality engine graphics," SIGGRAPH 1993, pp. 109 - 116.

Greg Humphreys, Mike Houston, Ren Ng, Randall Frank, Sean Ahern, Peter D. Kirchner, James T. Klosowski, "Chromium: a stream-processing framework for interactive rendering on clusters," SIGGRAPH 2002, pp. 693 - 702.

* Emmett Kilgariff and Randima Fernando, "Chapter 30: The GeForce 6 Series GPU Architecture", In GPU Gems II, Matt Pharr, editor, pp. 471 - 491.

Hardware Shading

Marc Olano and Anselmo Lastra, "A Shading Language on Graphics Hardware: The PixelFlow Shading System," SIGGRAPH 1998, pp. 159 - 168.

William R. Mark, R. Steven Glanville, Kurt Akeley, and Mark J. Kilgard, "Cg: a system for programming graphics hardware in a C-like language," SIGGRAPH 2003, pp. 896 - 907.

Fabio Pellacini, "User-configurable automatic shader simplification," SIGGRAPH 2005, pp. 445 - 452.

David Blythe, "The Direct3D 10 system," SIGGRAPH 2006, pp. 724 - 734.

Sampling and Antialiasing

* James F. Blinn, "What We Need Around Here is More Aliasing," IEEE Computer Graphics and Applications, January 1989, pp. 75 - 79.

* James F. Blinn, "Return of the Jaggy," IEEE Computer Graphics and Applications, March 1989, pp. 82 - 89.

Robert Cook, "Stochastic Sampling in Computer Graphics," Transactions on Graphics, January 1986, pp. 51-72.

Don Mitchell and Arun Netravali, "Reconstruction Filters in Computer Graphics," SIGGRAPH 1988, pp. 221 - 228.

Particles and Point-Based Rendering

William T. Reeves, "Particle systems—a technique for modeling a class of fuzzy objects," SIGGRAPH 1983, pp. 359 - 375.

Marc Levoy and Turner Whitted , "The Use of Points as a Display Primitive," UNC Computer Science Technical Report 85-022, January 1985.

Hanspeter Pfister, Matthias Zwicker, Jeroen van Baar, and Markus Gross, "Surfels: surface elements as rendering primitives," SIGGRAPH 2000, pp. 335 - 342. [Zafar]

Szymon Rusinkiewicz and Marc Levoy, "QSplat: a multiresolution point rendering system for large meshes," SIGGRAPH 2000, pp. 343 - 352.

Peter Kipfer, Mark Segal, and Rüdiger Westermann, "UberFlow: a GPU-based particle engine," Proceedings of Graphics Hardware 2004, pp. 115 - 122.

Volume Rendering

James T. Kajiya and Brian P. Von Herzen, "Ray Tracing Volume Densities," SIGGRAPH 1984, pp. 165 - 174.

William E. Lorensen and Harvey E. Cline, "Marching cubes: A high resolution 3D surface construction algorithm", SIGGRAPH 1987, pp. 163-169. [Celestin]

Robert A. Drebin, Loren Carpenter and Pat Hanrahan, "Volume Rendering," SIGGRAPH 1988, pp. 65 - 74.

Lee Westover, "Footprint Evaluation for Volume Rendering," SIGGRAPH 1990, pp. 367 - 376.

Tom Malzbender, "Fourier volume rendering", ACM Transactions on Graphics, v12n3, July 1993, pp. 233 - 250.

Philippe Lacroute and Marc Levoy, "Fast Volume Rendering Using a Shear-Warp Factorization of the Viewing Transformation", SIGGRAPH 1994, pp. 451 - 458.

Klaus Engel, Martin Kraus and Thomas Ertl, "High-Quality Pre-Integrated Volume Rendering Using Hardware-Accelerated Pixel Shading", Graphics Hardware 2001, pp. 9 - 17.


Robert Cook and Kenneth Torrance, "A reflectance model for computer graphics," SIGGRAPH 1981, pp. 307 - 316.

Pierre Poulin and Alain Fournier, "A Model for Anisotropic Reflection," SIGGRAPH 1990, pp. 273 - 282.

Pat Hanrahan and Wolfgang Krueger, "Reflection from Layered Surfaces due to Subsurface Scattering," SIGGRAPH 1993, pp. 165 - 174.

Paul Debevec, "Rendering synthetic objects into real scenes: bridging traditional and image-based graphics with global illumination and high dynamic range photography," SIGGRAPH 1998, pp. 189 - 198.

Tom Lokovic and Eric Veach, "Deep Shadow Maps," SIGGRAPH 2000, pp. 385 - 392.

Henrik Jensen, Stephen Marschner, Marc Levoy, and Pat Hanrahan, "A Practical Model for Subsurface Light Transport," SIGGRAPH 2001, pp. 511 - 518.

Ray Tracing & Global Illumination

Robert L. Cook, Thomas Porter, Loren Carpenter, "Distributed ray tracing," SIGGRAPH 1984, pp. 137 - 145.

James Kajiya, "The Rendering Equation," SIGGRAPH 1986, pp. 143 - 150.

Michael Cohen, Eric Chen, J. R. Wallace and Don P. Greenberg, "A Progressive Refinement Approach to Fast Radiosity Image Generation," SIGGRAPH 1988, pp. 75 - 84.

Marc Levoy and Pat Hanrahan, "Light Field Rendering," SIGGRAPH 1996, pp. 31 - 42.

Eric Veach and Leonidas Guibas, "Metropolis Light Transport," SIGGRAPH 1997, pp. 65 - 76. [Curtis]

David Cline, Justin Talbot, Parris Egbert, "Energy redistribution path tracing,", ACM Transactions on Graphics, v24n3 (Proceedings of SIGGRAPH 2005), pp. 1186 - 1195.

Nathan A. Carr, Jared Hoberock, Keenan Crane, and John C. Hart, "Fast GPU ray tracing of dynamic meshes using geometry images," In Proceedings of the 2006 Conference on Graphics interface 2006. ACM International Conference Proceeding Series, v137. Canadian Information Processing Society, Toronto, Ont., Canada, pp. 203 - 209.

Ingo Wald, Thiago Ize, Andrew Kensler, Aaron Knoll, and Steven G. Parker, "Ray tracing animated scenes using coherent grid traversal," ACM Transactions on Graphics, v25n3 (Proceedings of SIGGRAPH 2006), pp. 485 - 493.


* Paul Heckbert, "Survey of Texture Mapping," IEEE Computer Graphics and Applications, November 1986, pp. 56 - 67.

Ken Perlin and Eric Hoffert, "Hypertexture," SIGGRAPH 1989, pp. 253 - 262.

James Kajiya and Timothy Kay, "Rendering Fur with Three Dimensional Textures," SIGGRAPH 1989, pp. 271 - 280.

Dan B. Goldman, "Fake fur rendering," SIGGRAPH 1997, pp. 127 - 134.

Michael D. McCool, Jason Ang and Anis Ahmad, "Homomorphic Factorization of BRDFs for High-Performance Rendering," SIGGRAPH 2001, pp. 171 - 178.

Peter-Pike Sloan, Jan Kautz, John Snyder, "Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments," Proceedings of SIGGRAPH 2002, pp. 527 - 536.

Fábio Policarpo, Manuel M. Oliveira, João L. D. Comba, "Real-time relief mapping on arbitrary polygonal surfaces," Proceedings of I3D 2005, the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, April 2005, pp. 155 - 162.

Texture Synthesis

Emil Praun, Adam Finkelstein, and Hugues Hoppe, "Lapped Textures," SIGGRAPH 2000, pp. 465 - 470.

Li-Yi Wei and Marc Levoy, "Fast Texture Synthesis using Tree-structured Vector Quantization," SIGGRAPH 2000, pp. 479 - 488.

Aaron Hertzmann, Charles E. Jacobs, Nuria Oliver, Brian Curless and David H. Salesin, "Image Analogies," SIGGRAPH 2001, pp. 327 - 340.

Vivek Kwatra, Arno Schödl, Irfan Essa, Greg Turk, Aaron Bobick, "Graphcut textures: image and video synthesis using graph cuts", ACM Transactions on Graphics, v22n3 (Proceedings of SIGGRAPH 2003), pp. 277 - 286.

Steve Zelinka, Michael Garland, "Jump map-based interactive texture synthesis," ACM Transactions on Graphics, v23n4 (October 2004), pp. 930 - 962. [Curtis]

Sylvain Lefebvre, Hugues Hoppe, "Parallel controllable texture synthesis,", ACM Transactionns on Graphics, v24n3 (Proceedings of SIGGRAPH 2005), pp. 777 - 786.

Non-Photorealistic Rendering

Georges Winkenbach and David Salesin, "Computer-Generated Pen-and-Ink Illustration," SIGGRAPH 1994, pp. 91 - 98. [Zafar]

Barbara J. Meier, "Painterly Rendering for Animation," SIGGRAPH 1996, pp. 477 - 484.

Michael P. Salisbury, Michael T. Wong, John F. Hughes and David H. Salesin, "Orientable Textures for Image-Based Pen-and-Ink Illustration," SIGGRAPH 1997, pp. 401 - 406. [Celestin]

Amy Gooch, Bruce Gooch, Peter Shirley, and Elaine Cohen, "A Non-Photorealistic Lighting Model for Automatic Technical Illustration," SIGGRAPH 1998, pp. 447 - 452.

Michael A. Kowalski, Lee Markosian, J. D. Northrup, Lubomir Bourdev, Ronen Barzel, Loring S. Holden and John F. Hughes, "Art-Based Rendering of Fur, Grass, and Trees," SIGGRAPH 1999, pp. 433 - 438.

Aaron Hertzmann and Denis Zorin, "Illustrating Smooth Surfaces," SIGGRAPH 2000, pp. 517 - 526.

Doug DeCarlo, Anthony Santella, "Stylization and abstraction of photographs," ACM Transactions on Graphics, v21n3 (Proceedings of SIGGRAPH 2002), pp. 769 - 776.

Holger Winnemöller, Sven C. Olsen, and Bruce Gooch, "Real-time video abstraction," ACM Transactions on Graphics, v25n3 (Proceedings of SIGGRAPH 2006), pp. 1221 - 1226.