Kollig and Keller, Efficient Multidimensional Sampling
www.uni-kl.de/AG-Heinrich/EMS.pdf
Monte Carlo Light Tracing With Direct Computation Of Pixel Intensities
http://graphics.cs.kuleuven.be/publications/MCLTWDCOPI/
Strictly Deterministic Sampling Methods in Computer Graphics
http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.88.7937
Path Tracing:
http://citeseer.ist.psu.edu/344088.html
Quasi-Monte Carlo light transport simulation by efficient ray tracing
http://vts.uni-ulm.de/docs/2008/6265/vts_6265_8393.pdf
Fast subsurface scattering surface shader.
http://publications.dice.se/attachments/Colin_BarreBrisebois_Programming_ApproximatingTranslucency.pdf
http://publications.dice.se/attachments/Colin_BarreBrisebois_Programming_ApproximatingTranslucency.pptx
QMC:
http://www-stat.stanford.edu/~owen/reports/siggraph03.pdf
https://lirias.kuleuven.be/bitstream/123456789/131168/1/mcm2005_bartv.pdf
Fast floor:
http://www.masm32.com/board/index.php?topic=9515.msg78719#msg78719
Fast log2 and pow2:
Production Rendering, Springer-Verlag, 2004
and
http://www.dctsystems.co.uk/Software/power.c
Fast square root:
http://en.wikipedia.org/wiki/Methods_of_computing_square_roots
Fast reciprocal square root:
http://www.lomont.org/Math/Papers/2003/InvSqrt.pdf
SSS:
http://graphics.ucsd.edu/~henrik/papers/bssrdf/
IBL:
http://www.igorsklyar.com/system/documents/papers/4/fiscourse.comp.pdf
http://www.pbrt.org/plugins/infinitesample.pdf
Path differentials:
http://graphics.cs.kuleuven.be/publications/phdSuykens/suykens_7.pdf
Triangle intersection using SSE4:
http://igad.nhtv.nl/~bikker/files/faster.pdf