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Computer Graphics Research Group, Katholieke Universiteit Leuven, Belgium - http://www.cs.kuleuven.be/cwis/research/graphics/
Research mostly center around global illumination and monte carlo ray tracing. Contains some environment maps, a description of a Cornell box experiment, Publications and the RenderPark ray tracer. |
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Ray Tracing on Programmable Graphics Hardware - http://graphics.stanford.edu/papers/rtongfx/
Timothy J. Purcell, Ian Buck, William R. Mark, and Pat Hanrahan evaluate trends in programmability of the graphics pipeline and explain how ray tracing can be mapped to graphics hardware. |
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Global Illumination Compendium by Philip Dutré - http://www.cs.kuleuven.be/~phil/GI/
A compendium containing most of the useful formulas and equations for global illumination algorithms. |
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Ray Tracing Bibliography - http://tog.acm.org/resources/bib/
Over 700 bibliographic references and some 300 abstracts from ray tracing related papers and books. Not updated since 1999 but much of the information is still useful. |
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Henrik Wann Jensen's Publications - http://graphics.ucsd.edu/~henrik/papers/
A list of publications mainly about Photon Mapping, Global Illumination and rendering natural phenomenon such as fire, skin and smoke. |
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Metropolis Light Transport - http://www-graphics.stanford.edu/papers/metro/
Eric Veach and Leonidas J. Guibas describes a method for solving the light transport problem that performs especially well on problems that are usually considered difficult, e.g. those involving bright indirect light, small geometric holes, or glossy surfaces. |
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Improved Noise by Ken Perlin, Reference Implementation - http://mrl.nyu.edu/~perlin/noise/
An implementation in java of Perlin's 2002 SIGGRAPH paper (available in PDF format) describing a improved noise generating function. |
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Efficient Image-Based Methods for Rendering Soft Shadows - http://graphics.stanford.edu/papers/shadows/
Presents two efficient image-based approaches for computation and display of high-quality soft shadows from area light sources: Layered attenuation maps and coherence-based raytracing. Authors: Maneesh Agrawala, Ravi Ramamoorthi, Alan Heirich and Laurent Moll. |
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Jules Bloomenthal Published Papers - http://www.unchainedgeometry.com/jbloom/papers.html
Papers relating to Character Animation, Implicit and Skeletal Modeling, Implicit Surface Polygonization, Convolution Surfaces and Transformations and Geometry. |
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Animation and Rendering of Complex Water Surfaces - http://graphics.stanford.edu/papers/water-sg02/
Douglas Enright, Steve Marschner and Ronald Fedkiw describes a method designed to produce visually plausible water effects, for example the pouring of water into a glass and the breaking of an ocean wave. |
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Bidirectional Estimators for Light Transport - http://graphics.stanford.edu/papers/bidir/
Eric Veach and Leonidas J. Guibas study techniques for reducing the sampling noise inherent in pure Monte Carlo approaches to global illumination. |
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All-Frequency Shadows - http://graphics.stanford.edu/papers/allfreq/
Ren Ng, Ravi Ramamoorthi and Pat Hanrahan presents a method, based on pre-computed light transport, for real-time rendering of objects under all-frequency, time-varying illumination represented as a high-resolution environment map. This gives good shadows. |
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Amorphous Phenomena Simulation - http://www.cs.sunysb.edu/~vislab/projects/amorphous/AmorphousGroup.htm
Papers describing various physically accurate simulations of complex amorphous phenomena such as smoke, fire, wind and melting at real time frame rates using standard PCs and graphics hardware. |
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Radiance Technical Papers - http://radsite.lbl.gov/radiance/papers/
Various papers describing the free radiance highly accurate ray-tracing software system for UNIX computers. |
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Andrew Winter's Volume Graphics Publications - http://www.custard.org/~andrew/docs/
Andrew Winter's published papers discussing volume visualization and volume graphics. |
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Smoke Simulation for Large Scale Phenomenas - http://graphics.stanford.edu/papers/smoke-sig03/
Nick Rasmussen, Duc Quang Nguyen, Willi Geiger and Ronald Fedkiw presents an efficient method for simulating highly detailed large scale participating media such as nuclear explosions. |
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Philip Dutré's Publications - http://www.graphics.cornell.edu/~phil/PUBLICATIONS/publications.html
Mostly relating to global illumination algorithms and monte carlo light tracing. |
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Eliminating Popping Artifacts in Sheet Buffer-Based Splatting - http://www.cs.sunysb.edu/~mueller/research/pop/
Splatting is a fast volume rendering algorithm which achieves its speed by projecting voxels in the form of pre-integrated interpolation kernels, or splats. By Klaus Mueller and Roger Crawfis. |
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Symplectic Raytracing: Raytracing with Hamiltonian Dynamics in Blackhole Spacetime - http://yokoya.aist-nara.ac.jp/paper/datas/267/skapps_0132.pdf
Describes a method to visualize the curved spacetime around blackholes. By Tetsu Satoh, Haruo Takemura and Naokazu Yokoya. |
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Volume Graphics: Field-based Modelling and Rendering - http://www.cs.swan.ac.uk/~csandrew/papers/winter_phd.pdf
A PhD thesis in PDF format, introducing new volume graphics concepts. Includes background reviews of volume visualization and graphics. Also includes a specification of the vlib volume graphics API and describes volumetric ray-tracing. |