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]

Ray Tracing

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

John Amanatides and Andrew Woo, "A Fast Voxel Traversal Algorithm for Ray Tracing", In Proceedings of Eurographics '87. Eurographics Association, pp. 3-10.

Nathan A. Carr, Jared Hoberock, Keenan Crane, and John C. Hart, "Fast GPU ray tracing of dynamic meshes using geometry images," In Proceedings of 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.

Ingo Wald, Solomon Boulos and Peter Shirley, "Ray tracing deformable scenes using dynamic bounding volume hierarchies," ACM Trans. Graph. 26, 1 (Jan. 2007), 6.

Graphics Hardware

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

* 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.

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

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

David Blythe, "The Direct3D 10 system," SIGGRAPH 2006, pp. 724 - 734. [Wes Griffin]

Non-Photorealistic Rendering

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

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.

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

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.

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.

Texturing

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

Lance Williams, "Pyramidal Parametrics", In Proceedings of SIGGRAPH 1983. pp. 1-11.

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

Tom Malzbender, Dan Gelb and Hans Wolters, "Polynomial Texture Maps", In Proceedings of SIGGRAPH 2001, pp. 519-528.

Alexander Goldberg, Matthias Zwicker and Fredo Durand, "Anisotropic Noise", In Proceedings of SIGGRAPH 2008.

Shadows

Lance Williams, "Casting Curved Shadows on Curved Surfaces", In Proceedings of SIGGRAPH 1978, pp. 270-274.

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

Ulf Assarsson and Tomas Akenine-Moller, "A Geometry-based Soft Shadow Volume Algorithm using Graphics Hardware", In Proceedings of SIGGRAPH 2003, pp. 511-520.

Samuel Hornus, Jared Hoberock, Sylvain Lefebvre and John Hart, "ZP+: correct Z-pass stencil shadows", In Proceedings of I3D 2005, the 2005 ACM/SIGGRAPH Symposium on Interactive 3D Graphics and Games, pp. 195-202.

Elmar Eisemann and Xavier Decoret, "Fast Scene Voxelization and Applications", In Proceedings of I3D 2006, the 2006 ACM/SIGGRAPH Symposium on Interactive 3D Graphics and Games, pp. 71-78.

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. [David Berrios]

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.

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

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.

Illumination

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

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

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.

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

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

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.

Global Illumination

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. [Ben Stryker]

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.

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

Texture Synthesis

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

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.

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

Kenshi Takayama, Makoto Okabe, Takashi Ijiri and Takeo Igarashi, "Lapped Solid Textures: Filling a Model with Anisotropic Texture", In Proceedings of SIGGRAPH 2008.