Loading

《Real Time Shadows》参考书目

书籍: 《Real-Time Shadows》

Real-Time Shadows: 9781568814384: Computer Science Books @ Amazon.com

本文作为阅读书籍时论文查找使用

[Agrawala00] Agrawala, M., Ramamoorthi, R., Heirich, A., and Moll, L. 2000. Efficient image-based methods for rendering soft shadows. In Proceedings of ACM SIGGRAPH 2000**, pp. 375-384.

[Aila04a] Aila, T. and Akenine-Moller, T. 2004. A hierarchical shadow volume algorithm. In Proceedings of Graphics Hardware 2004**, pp. 15-23.

[Aila04b] Aila, T. and Laine, S. 2004. Alias-free shadow maps. In Proceedings of Eurographics Symposium on Rendering 2004**, pp. 161-166.

[Akenine-Moller02] Akenine-Moller, T. and Assarsson, U. 2002. Approximate soft shad­ows on arbitrary surfaces using penumbra wedges. In Proceedings of Eurographics Workshop on Rendering2002**, pp. 297-306.

[Akenine-Moller08] Akenine-Moller, T., Haines, E., and Hoffman, N. 2008. Real-Time Rendering**. 3rd ed. A K Peters.

[Aldridge04] Aldridge, G. and Woods, E. 2004. Robust, geometry-independent shadow volumes. In GRAPHITE ’04: Proceedings of the 2nd international conference on Com­puter graphics and interactive techniques in Australasia and South East Asia, pp. 250­253.

[Anderson] Anderson, S. E. Bit twiddling hacks.

http:graphics.stanfbrd.edu/~seander/bithacks.html.

[Annen07] Annen, T., Mertens, T., Bekaert, P., Seidel, H.-P., and Kautz, J. 2007. Convolu­tion shadow maps. In Proceedings of Eurographics Symposium on Rendering 2007**, pp. 51-60.

[Annen08a] Annen, T., Dong, Z., Mertens, T., Bekaert, P., Seidel, H.-P., and Kautz, J. 2008. Real-time, all-frequency shadows in dynamic scenes. ACM Transactions on Graphics**, 27, 3 (Proceedings of ACMSIGGRAPH 2008), 34:1-34:8.

[Annen08b] Annen, T., Mertens, T., Seidel, H.-P., Flerackers, E., and Kautz, J. 2008. Expo­nential shadow maps. In Proceedings of Graphics Interface 2008, pp. 155-161.

[Appel67] Appel, A. 1967. The notion of quantitative invisibility andthe machine rendering of solids. In Proceedings of ACM ’67**, pp. 387-393.

[Appel68] Appel, A. 1968. Some techniques for shading machine renderings of solids. In AFIPS ’68 (Spring): Proceedings of the April 30-May 2, 1968, spring joint computer conference**, pp. 37-45.

[Arvo04a] Arvo, J. 2004. Tiled shadow maps. In Proceedings of Computer Graphics Inter­national 2004**, pp. 240-246.

[Arvo04b] Arvo, J., Hirvikorpi, M., and Tyystjarvi, J. 2004. Approximate soft shadows with an image-space flood-fill algorithm. Computer Graphics Forum**, 23, 3 (Proceedings of Eurographics 2004), 271-280.

[Arvo05] Arvo, J. and Hirvikorpi, M. 2005. Compressed shadow maps. The Visual Com-puter**,21,3, 125-138.

[Arvo07] Arvo, J. 2007. Alias-free shadow maps using graphics hardware. Journal of Graph­ics Tools, 12, 1, 47-59.

[Assarsson03a] Assarsson, U. and Akenine-Moller, T. 2003. A geometry-based soft shadow volume algorithm using graphics hardware. ACM Transactions on Graphics, 22, 3 (Proceedings of ACM SIGGRAPH 2003), 511-520.

[Assarsson03b] Assarsson, U., Dougherty, M., Mounier, M., and Akenine-Moller, T. 2003. An optimized soft shadow volume algorithm with real-time performance. In Proceed­ings of Graphics Hardware 2003**, pp. 33-40.

[Assarsson04] Assarsson, U. and Akenine-Moller, T. 2004. Occlusion culling and z-fail for soft shadow volume algorithms. The Visual Computer**, 20, 8-9.

[Asz6di06] Aszodi, B. and Szirmay-Kalos, L. 2006. Real-time soft shadows with shadow accumulation. In Eurographics 2006 Short Papers, pp. 53-56.

[Atherton78] Atherton, P, Weiler, K., and Greenberg, D. 1978. Polygon shadow generation. Computer Graphics, 12, 3 (Proceedings of ACM SIGGRAPH 78), 275-281.

[Atty06] Atty, L., Holzschuch, N., Lapierre, M., Hasenfratz, J.-M., Hansen, C., and Sillion, F. X. 2006. Soft shadow maps: Efficient sampling of light source visibility. Computer Graphics Forum, 25, 4, 725-741.

[Baran10] Baran, I., Chen, J., Ragan-Kelley, J., Durand, F., and Lehtinen, J. 2010. A hi­erarchical volumetric shadow algorithm for single scattering. ACM Transactions on Graphics**, 29, 6 (Proceedings of ACM SIGGRAPH Asia 2010), 178:1-178:10.

[Barzel97] Barzel, R. 1997. Lighting controls for computer cinematography. Journal of Graphics Tools, 2, 1, 1-20.

[Batagelo99] Batagelo, H. C. and Junior, I. C. 1999. Real-time shadow generation using bsp trees and stencil buffers. In SIBGRAPI ’99: Proceedings of the XII Brazilian Symposium on Computer Graphics and Image Processing, p. 93.

[Bavoil06] Bavoil, L. and Silva, C. T. 2006. Real-time soft shadows with cone culling. In ACM SIGGRAPH 2006 Sketches and Applications, p. 105.

[Bavoil08a] Bavoil, L. 2008. Advanced soft shadow mapping techniques. Presentation, Game Developers Conference 2008**.

http:〃developer.download.nvidia.com/presentations/2008/GDC/GDC08_ SoftShadowMapping.pdf.

[Bavoil08b] Bavoil, L., Callahan, S. P., and Silva, C. T. 2008. Robust soft shadow mapping with back projection and depth peeling. Journal of Graphics Tools**, 13, 1, 19-30.

[Bavoil08c] Bavoil, L., Sainz, M., and Dimitrov, R. 2008. Image-space horizon-based am­bient occlusion. In ACM SIGGRAPH 2008 Talks**, pp. 22:1-22:1.

[Behrens98] Behrens, U. and Ratering, R. 1998. Adding shadows to a texture-based volume renderer. In Proceedings of the 1998 IEEE symposium on Volume visualization**, VVS ’98, pp. 39-46.

[Benthin09] Benthin, C. and Wald, I. 2009. Efficient ray traced soft shadows using multi­frusta tracing. In Proceedings of High Performance Graphics 2009**, pp. 135-144.

[Bergeron86] Bergeron, P. 1986. A general version of crow’s shadow volumes. IEEE Com­puter Graphics and Applications**, 6, 9, 17-28.

[Bestimt99] Bestimt, J. and Freitag, B. 1999. Real-time shadow casting using shadow vol­umes. Gamasutra.

http:〃www.gamasutra.com/features/19991115/bestimt_fTeitag_01.htm.

[Billeter09] Billeter, M., Olsson, O., and Assarsson, U. 2009. Efficient stream compaction on wide simd many-core architectures. In Proceedings of High Performance Graphics 2009, pp. 159-166.

[Billeter10] Billeter, M., Sintorn, E., and Assarson, U. 2010. Volumetric shadows using polygonal light volumes. In Proceedings of High Performance Graphics 2010, pp. 39­45.

[Bilodeau99] Bilodeau, W. and Songy, M. 1999. Real time shadows. Creativity 1999, Cre­ative Labs Inc. Sponsored game developer conferences, Los Angeles, California, and Surrey, England.

[Biri06] Biri, V., Arques, D., and Michelin, S. 2006. Real Time Rendering of Atmospheric Scattering and Volumetric Shadows. Journal of WSCG, 14, 1, 65-72.

[Bittner11] Bittner, J., Mattausch, O., Silvennoinen, A., and Wimmer, M. 2011. Shadow caster culling for efficient shadow mapping. In Proceedings of ACM SIGGRAPH Sym­posium on Interactive 3D Graphics and Games 2011**, pp. 81-88.

[Blinn82] Blinn, J. F. 1982. Light reflection functions for simulation of clouds and dusty surfaces. Computer Graphics**, 16, 3 (Proceedings of ACM SIGGRAPH 82), 21-29.

[Blinn88] Blinn, J. F. 1988. Me and my (fake) shadow. IEEE Computer Graphics and Appli­cations, 8, 1, 82-86.

[Blinn93] Blinn, J. 1993. A trip down the graphics pipeline: The homogeneous perspective transform. IEEE Computer Graphics and Applications, 13, 75-80.

[Blinn98] Blinn, J. F. 1998. Ten more unsolved problems in computer graphics. IEEE Com­puter Graphics and Applications, 18, 5, 86-89.

[Blythe06] Blythe, D. 2006. The Direct3D 10 system. ACM Transactions on Graphics**, 25,3 (Proceedings of ACM SIGGRAPH 2006),724-734.

[Bouknight70] Bouknight, J. and Kelley, K. 1970. An algorithm for producing half-tone computer graphics presentations with shadows and movable light sources. In AFIPS ‘70 (Spring): Proceedings of the May 5-7, 1970, spring joint computer conference**, pp. 1-10.

[Brabec02a] Brabec, S., Annen, T., and Seidel, H.-P 2002. Practical shadow mapping. Jour­nal of Graphics Tools**, 7,4, 9-18.

[Brabec02b] Brabec, S., Annen, T., and Seidel, H.-P. 2002. Shadow mapping for hemi­spherical and omnidirectional light sources. In Advances in Modeling, Animation and Rendering (Proceedings Computer Graphics International 2002)**, pp. 397-408.

[Brabec02c] Brabec, S. and Seidel, H.-P. 2002. Single sample soft shadows using depth maps. In Proceedings of Graphics Interface 2002, pp. 219-228.

[Brabec03] Brabec, S. and Seidel, H.-P. 2003. Shadow volumes on programmable graphics hardware. Computer Graphics Forum**, 25, 3 (Proceedings of Eurographics 2003).

[Brennan02] Brennan, C. 2002. Shadow volume extrusion using a vertex shader. In ShaderX: Vertex and Pixel Shaders Tips and Tricks (edited by W Engel), pp. 188-194. Wordware Publishing, Plano, TX. ISBN 1-55622-041-3.

[Brotman84] Brotman, L. S. and Badler, N. 1984. Generating soft shadows with a depth buffer algorithm. IEEE Computer Graphics and Applications**, 4, 10, 71-81.

[Bunnell06] Bunnell, M. 2006. Dynamic ambient occlusion and indirect lighting. In GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation (edited by M. Pharr), pp. 223-233. Addison-Wesley Professional, Read- ing,MA. ISBN0-321-33559-7.

[Buntin07] Buntin, S. and Stamminger, M. 2007. Instanced shadow maps. In Proceedings of CGAMES’07, La Rochelle, France**, pp. 135-142.

http#www9.infbrmatik.uni-erlangen.de/get/457.

[Burley06] Burley, B. 2006. Shadow map bias cone and improved soft shadows. In ACM SIGGRAPH 2006 Courses**, course 25 (RenderMan for Everyone).

[Cai06] Cai, X.-H., Jia, Y.-T., Wang, X., Hu, S.-M., and Martin, R. R. 2006. Rendering soft shadows using multi-layered shadow fins. Computer Graphics Forum**, 25, 1, 15-28.

[Carmack00] Carmack, J. 2000. Z-fail shadow volumes. Internet Forum.

[Cavanagh05] Cavanagh, P. 2005. The artist as neuroscientist. Nature**, 434, 7031, 301-307.

[Cerezo05] Cerezo, E., Perez-Cazorla, F., Pueyo, X., Seron, F., and Sillion, F. 2005. A survey on participating media rendering techniques. The Visual Computer**, 21, 5, 303-328.

[Chajdas10] Chajdas, M. G., Eisenacher, C., Stamminger, M., and Lefebvre, S. 2010. Vir­tual texture mapping 101. In GPU Pro: Advanced Rendering Techniques (edited by W. Engel), pp. 185-195. A K Peters, Wellesley, MA. ISBN 978-1-56881-472-8.

[Chan03] Chan, E. and Durand, F. 2003. Rendering fake soft shadows with smoothies. In Proceedings of Eurographics Symposium on Rendering 2003**, pp. 208-218.

[Chan04] Chan, E. and Durand, F. 2004. An efficient hybrid shadow rendering algorithm. In Proceedings of Eurographics Symposium on Rendering 2004**, pp. 185-196.

[Chen08] Chen, Y-C. and Chang, C.-F. 2008. A prism-free method for silhouette rendering in inverse displacement mapping. Computer Graphics Forum**, 27, 7 (Proceedings of Pacific Graphics 2008), 1929-1936.

[Chen11] Chen, J., Baran, I., Durand, F., and Jarosz, W 2011. Real-time volumetric shad­ows using 1d min-max mipmaps. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2011**, pp. 39-46.

[Chin89] Chin, N. and Feiner, S. 1989. Near real-time shadow generation using BSP trees. Computer Graphics**, 23, 3 (Proceedings of ACM SIGGRAPH 89), 99-106.

[Chong03] Chong, H. Y.-I. 2003. Real-timeperspective optimal shadow maps**. Senior thesis, Harvard University.

[Chong04] Chong, H. Y. and Gortler, S. J. 2004. A lixel for every pixel. In Proceedings of Eurographics Symposium on Rendering 2004, pp. 167-172.

[Chong07] Chong, H. Y. and Gortler, S. J. 2007. Scene optimized shadow mapping. Tech. Rep. TR-07-07, Harvard Computer Science, Harvard University, Cambridge, MA.

[Chrysanthou95] Chrysanthou, Y. and Slater, M. 1995. Shadow volume BSP trees for com­putation of shadows in dynamic scenes. In Proceedings of ACM Symposium on Inter­active 3D Graphics 1995**, pp. 45-50.

[Clark76] Clark, J. H. 1976. Hierarchical geometric models for visible surface algorithms. Communications of the ACM, 19, 10, 547-554.

[Cohen85] Cohen, M. F. and Greenberg, D. P. 1985. The hemi-cube: A radiosity solu­tion for complex environments. Computer Graphics, 19, 3 (Proceedings of ACM SIG­GRAPH 85), 31-40.

[Cohen93] Cohen, M. F. and Wallace, J. R. 1993. Radiosity and Realistic Image Synthesis**. Academic Press Professional, New York, NY. ISBN 0-12-178270-0.

[Cook84] Cook, R. L., Porter, T., and Carpenter, L. 1984. Distributed raytracing. Computer Graphics, 18, 3 (Proceedings of ACM SIGGRAPH 84), 137-145.

[Crassin09] Crassin, C., Neyret, F., Lefebvre, S., and Eisemann, E. 2009. Gigavoxels : Ray- guided streaming for efficient and detailed voxel rendering. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2009.

[Crassin10] Crassin, C., Neyret, F., Sainz, M., and Eisemann, E. 2010. Efficient rendering of highly detailed volumetric scenes with gigavoxels. In GPUPro: Advanced Rendering Techniques (edited by W. Engel), chap. X.3, pp. 643-676. A K Peters, Wellesley, MA. ISBN 978-1-56881-472-8.

[Crow77] Crow, F. C. 1977. Shadow algorithms for computer graphics. Computer Graphics, 11, 2 (Proceedings ofACMSIGGRAPH 77), 242-248.

[Crow84] Crow, F. C. 1984. Summed-area tables for texture mapping. Computer Graphics, 18, 3 (Proceedings of ACMSIGGRAPH 84), 207-212.

[Dai08] Dai, Q., Yang, B., and Feng, J. 2008. Reconstructable geometry shadow maps. In ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2008: Posters**, p. 4:1.

[deBoer06] de Boer, W H. 2006. Smooth penumbra transitions with shadow maps. Journal of Graphics Tools, 11, 2, 59-71.

[Decoret05] Decoret, X. 2005. N-buffers for efficient depth map query. Computer Graphics Forum**, 24, 3 (Proceedings ofEurographics 2005), 393-400.

[DeCoro07] DeCoro, C., Cole, F., Finkelstein, A., and Rusinkiewicz, S. 2007. Stylized shad­ows. In Proceedings of NPAR (Symposium on Non-Photorealistic Animation and Ren­dering)**, pp. 77-83.

[Diefenbach96] Diefenbach, P. J. 1996. Multi-pass pipeline rendering: interaction and real­ism through hardware provisions. Phd thesis, University of Pennsylvania.

[Dietrich99] Dietrich, S. March 1999. Using the stencil buffer. Game Developers Confer­ence.

http/Meveloper.nvidia.com/content/using- stencil-buffer.

[Dietrich01] Dietrich, S. 2001. Practical priority buffer shadows. In Game Programming Gems 2 (edited by M. DeLoura), pp. 481-487. Charles River Media, Hingham, MA. ISBN 1584500549.

[Dmitriev07] Dmitriev, K. 2007. Soft shadows. White PaperWP-03016-001_v01, NVIDIA Corporation.

http刃developer.download.nvidia.com/whitepapers/2007/SDK10/SoftShadows.pdf.

[Dobashi02] Dobashi, Y., Yamamoto, T., and Nishita, T. 2002. Interactive rendering of atmospheric scattering effects using graphics hardware. In Proceedings of Graphics Hardware 2002**, pp. 99-107.

[Dong04] Dong, Z., Chen, W., Bao, H., Zhang, H., and Peng, Q. 2004. Real-time voxelization for complex polygonal models. In Proceedings of Pacific Graphics 2004**, pp. 43-50.

[Dong10] Dong, Z. and Yang, B. 2010. Variance soft shadow mapping. In ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2010: Posters, p. 18:1.

[Donnelly06] Donnelly, W. and Lauritzen, A. 2006. Variance shadow maps. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2006**, pp. 161- 165.

[Drettakis94] Drettakis, G. and Fiume, E. 1994. A fast shadow algorithm for area light sources using backprojection. In Proceedings of ACM SIGGRAPH 94**, pp. 223-230.

[Duda72] Duda, R. O. and Hart, P. E. 1972. Use of the Hough transformation to detect lines and curves in pictures. Communications of the ACM, 15, 1, 11-15.

[Durand02] Durand, F. and Dorsey, J. 2002. Fast bilateral filtering for the display of high- dynamic-range images. ACM Transactions on Graphics, 21, 3 (Proceedings of ACM SIGGRAPH 2002), 257-266.

[Eisemann04] Eisemann, E. and Durand, F. 2004. Flash photography enhancement via intrinsic relighting. ACM Transactions on Graphics, 23, 3 (Proceedings of ACM SIG­GRAPH 2004), 673-678.

[Eisemann06a] Eisemann, E. and Decoret, X. 2006. Fast scene voxelization and applica­tions. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2006, pp. 71-78.

[Eisemann06b] Eisemann, E. and Decoret, X. 2006. Plausible image based soft shadows using occlusion textures. In Proceedings ofSIBGRAPI 2006**, pp. 155-162.

[Eisemann07] Eisemann, E. and Decoret, X. 2007. Visibility sampling on GPU and applica­tions. Computer Graphics Forum**, 26, 3 (Proceedings ofEurographics 2007), 535-544.

[Eisemann08a] Eisemann, E. 2008. Optimized representations for the acceleration of display and collision queries**. PhD thesis, Grenoble Universities.

[Eisemann08b] Eisemann, E. and Decoret, X. 2008. Occlusion textures for plausible soft shadows. Computer Graphics Forum, 27, 1, 13-23.

[Eisemann08c] Eisemann, E. and Decoret, X. 2008. Single-pass gpu solid voxelization for real-time applications. In Proceedings of Graphics Interface 2008, pp. 73-80.

[Eisemann09] Eisemann, E., Assarsson, U., Schwarz, M., and Wimmer, M. 2009. Casting shadows in real time. In ACM SIGGRAPH Asia 2009 Courses**.

[Eisemann10] Eisemann, E., Assarsson, U., Schwarz, M., and Wimmer, M. 2010. Shadow algorithms for real-time rendering. In Eurographics 2010 Tutorials**.

[Enderton10] Enderton, E., Sintorn, E., Shirley, P., and Luebke, D. 2010. Stochastic trans­parency. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2010, pp. 157-164.

[Engel01] Engel, K., Kraus, M., and Ertl, T. 2001. High-quality pre-integrated volume rendering using hardware-accelerated pixel shading. In Proceedings of Workshop on Graphics Hardware 2001, pp. 9-16.

[Engel06] Engel, W. 2006. Cascaded shadow maps. In ShaderX5: Advanced Rendering Techniques (edited by W Engel), pp. 197-206. Charles River Media, Hingham, MA. ISBN 978-1-58450-499-3.

[Engelhardt10] Engelhardt, T. and Dachsbacher, C. 2010. Epipolar sampling for shadows and crepuscular rays in participating media with single scattering. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2010, pp. 119­125.

[Everitt01] Everitt, C. 2001. Interactive order-independent transparency.

http:〃www.nvidia.com/object/Interactive_Order_Transparency.html.

[Everitt02] Everitt, C. and Kilgard, M. J. 2002. Practical and robust stenciled shadow vol­umes for hardware-accelerated rendering.

http://developer.nvidia.com.

[Everitt03] Everitt, C. and Kilgard, M. J. 2003. Optimized stencil shadow volumes. Presen­tation, Game Developers Conference 2003.

developer.nvidia.com/docs/IO/8230/GDC2003_ShadowVolumes.ppt.

[Fernando01] Fernando, R., Fernandez, S., Bala, K., and Greenberg, D. P. 2001. Adaptive shadow maps. In Proceedings of ACM SIGGRAPH 2001, pp. 387-390.

[Fernando02] Fernando, P. R. 2002. Adaptive techniques for hardware shadow generation. Masters thesis, Cornell University.

[Fernando05] Fernando, R. 2005. Percentage-closer soft shadows. In ACM SIGGRAPH 2005 Sketches and Applications, p. 35.

[Foley00] Foley, J. 2000. Getting there: The ten top problems left. IEEE Computer Graphics and Applications**, 20, 1, 66-68.

[Forest06] Forest, V, Barthe, L., and Paulin, M. 2006. Realistic soft shadows by penum bra­wedges blending. In Proceedings of Graphics Hardware 2006, pp. 39-47.

[Forest08] Forest, V., Barthe, L., and Paulin, M. 2008. Accurate shadows by depth complex­ity sampling. Computer Graphics Forum**, 27, 2 (Proceedings of Eurographics 2008), 663-674.

[Forest09] Forest, V., Barthe, L., Guennebaud, G., and Paulin, M. 2009. Soft textured shadow volume. Computer Graphics Forum**, 28,4 (Proceedings of Eurographics Sym­posium on Rendering 2009), 1111-1120.

[Forest10] Forest, V., Barthe, L., and Paulin, M. 2010. Real-time hierarchical binary-scene voxelization. Journal of Graphics, GPU, and Game Tools**, 14, 3, 21-34.

[Forsyth06] Forsyth, T. 2006. Making shadow buffers robust using multiple dynamic frus­tums. In ShaderX4: Advanced Rendering Techniques (edited by W Engel). Charles River Media, Hingham, MA. ISBN 1-58450-425-0.

[Forsyth07] Forsyth, T. 2007. Shadow buffers. Presentation, Game Developers Conference 2007.

http/home.comcast.net/~tom_fbrsyth/papers/Tom_Forsyth_Shadowbuffers_ GDC2007_small.ppt.zip.

[Fortes00] Fortes, T. 2000. Tetrahedron environment maps. Tech. rep., Chalmers Univ. of Technology, Gothenburg, Sweden.

[Fuchs85] Fuchs, H., Goldfeather, J., Hultquist, J. P., Spach, S., Austin, J. D., Brooks, F. P., Jr., Eyles, J. G., and Poulton, J. 1985. Fast spheres, shadows, textures, transparencies, and image enhancements in pixel-planes. Computer Graphics, 19, 3 (Proceedings of ACM SIGGRAPH 85), 111-120.

[Gascuel08] Gascuel, J.-D., Holzschuch, N., Fournier, G., and Peroche, B. 2008. Fast non­linear projections using graphics hardware. In Proceedings of ACM SIGGRAPH Sym­posium on Interactive 3D Graphics and Games 2008, pp. 107-114.

[Gautron09] Gautron, P, Marvie, J.-E., and Francois, G. 2009. Volumetric shadow map­ping. In ACM SIGGRAPH 2009 Talks**, pp. 49:1-49:1.

[Giegl07a] Giegl, M. and Wimmer, M. 2007. Fitted virtual shadow maps. In Proceedings of Graphics Interface 2007, pp. 159-168.

[Giegl07b] Giegl, M. and Wimmer, M. 2007. Queried virtual shadow maps. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2007, pp. 65­72.

[Glassner94] Glassner, A. S. 1994. Principles of Digital Image Synthesis**. Morgan Kaufmann Publishers, San Francisco, CA, USA. ISBN 1558602763.

[Gobbetti08] Gobbetti, E., Marton, F., and Iglesias Guitian, J. A. 2008. A single-pass GPU ray casting framework for interactive out-of-core rendering of massive volumetric datasets. The Visual Computer**, 24, 7, 797-806.

[Gooch99] Gooch, B., Sloan, P.-P. J., Gooch, A., Shirley, P., and Riesenfeld, R. 1999. In­teractive technical illustration. In Proceedings of ACM Symposium on Interactive 3D Graphics 1999**, pp. 31-38.

[Gouraud71] Gouraud, H. 1971. Continuous shading of curved surfaces. IEEE Transac­tions on Computers**, 20, 6, 623-629.

[Govindaraju03] Govindaraju, N. K., Lloyd, B., Yoon, S.-E., Sud, A., and Manocha, D. 2003. Interactive shadow generation in complex environments. ACM Transactions on Graphics**, 22, 3 (Proceedings of ACM SIGGRAPH 2003), 501-510.

[Greene93] Greene, N., Kass, M., and Miller, G. 1993. Hierarchical z-buffer visibility. In Proceedings of ACM SIGGRAPH 93, pp. 231-238.

[Guennebaud06] Guennebaud, G., Barthe, L., and Paulin, M. 2006. Real-time soft shadow mapping by backprojection. In Proceedings of Eurographics Symposium on Rendering 2006**, pp. 227-234.

[Guennebaud07] Guennebaud, G., Barthe, L., and Paulin, M. 2007. High-quality adaptive soft shadow mapping. Computer Graphics Forum**, 26, 3 (Proceedings ofEurographics 2007), 525-533.

[Gumbau11] Gumbau, J., Szirmay-Kalos, L., Sbert, M., and Sells, M. C. 2011. Improving Shadow Map Filtering with Statistical Analysis. In Eurographics 2011 ShortPapers**, pp. 33-36.

[Hadwiger06] Hadwiger, M., Kratz, A., Sigg, C., and Buhler, K. 2006. Gpu-accelerated deep shadow maps for direct volume rendering. In Proceedings of Graphics Hardware 2006**, pp. 49-52.

[Haeberli90] Haeberli, P. and Akeley, K. 1990. The accumulation buffer: Hardware sup­port for high-quality rendering. Computer Graphics**, 24,4 (Proceedings of ACM SIG­GRAPH 90), 309-318.

[Haines01] Haines, E. 2001. Soft planar shadows using plateaus. Journal of Graphics Tools, 6, 1, 19-27.

[Hammersley64] Hammersley, J. M. and Handscomb, D. 1964. Monte Carlo Methods. Methuen & Co Ltd., London, UK. ISBN 0-416-52340-4.

[Hasenfratz03] Hasenfratz, J.-M., Lapierre, M., Holzschuch, N., and Sillion, F. 2003. A survey of real-time soft shadows algorithms. Computer Graphics Forum, 22, 4, 753­774.

[Hasselgren05] Hasselgren, J., Akenine-Moller, T., and Ohlsson, L. 2005. Conservative ras­terization. In GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation (edited by M. Pharr). Addison-Wesley Professional, Reading, MA. ISBN 0-321-33559-7.

[Hasselgren07] Hasselgren, J. and Akenine-Moller, T. 2007. Textured shadow volumes. Journal of Graphics Tools, 12, 4, 59-72.

[Heckbert87] Heckbert, P. 1987. Ten unsolved problems in rendering. In Workshop on Rendering Algorithms and Systems, Graphics Interface ’87**.

[Heckbert89] Heckbert, P.S. 1989. Fundamentals of texture mapping and image warping. Tech. Rep. UCB/CSD-89-516, EECS Department, University of California, Berkeley.

[Heckbert97] Heckbert, P S. and Herf, M. 1997. Simulating soft shadows with graphics hardware. Tech. Rep. CMU-CS-97-104, Carnegie Mellon University.

[Heidmann91] Heidmann, T. 1991. Real shadows real time. IRIS Universe, 18, 28-31.

[Heidrich98] Heidrich, W and Seidel, H.-P. 1998. View-independent environment maps. In Proceedings of Workshop on Graphics Hardware 1998**, pp. 39-45.

[Heidrich99a] Heidrich, W. 1999. High-quality shading and lighting for hardware- accelerated rendering**. PhD thesis, University of Erlangen-Nuremberg.

[Heidrich99b] Heidrich, W. and Seidel, H.-P. 1999. Realistic, hardware-accelerated shading and lighting. In Proceedings of ACM SIGGRAPH 99, pp. 171-178.

[Hensley05] Hensley, J., Scheuermann, T., Coombe, G., Singh, M., and Lastra, A. 2005. Fast summed-area table generation and its applications. Computer Graphics Forum, 24, 3 (Proceedings of Eurographics 2005), 547-555.

[Herf96] Herf, M. and Heckbert, P. S. 1996. Fast soft shadows. In ACM SIGGRAPH 96 Visual Proceedings, p. 145.

[Herf97] Herf, M. 1997. Efficient generation of soft shadow textures. Tech. Rep. CMU-CS- 97-138, Carnegie Mellon University.

[Herzog10] Herzog, R., Eisemann, E., Myszkowski, K., and Seidel, H.-P. 2010. Spatio­temporal up sampling on the GPU. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2010**, pp. 91-98.

[Hoberock07] Hoberock, J. and Jia, Y. 2007. High-quality ambient occlusion. In GPU Gems 3 (edited by H. Nguyen), pp. 257-274. Addison-Wesley Professional, Reading, MA. ISBN978-0-321-51526-1.

[Hornus05] Hornus, S., Hoberock, J., Lefebvre, S., and Hart, J. C. 2005. ZP+: correct z- pass stencil shadows. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2005**, pp. 195-202.

[Hourcade85] Hourcade, J.-C. and Nicolas, A. 1985. Algorithms for antialiased cast shad­ows. Computers & Graphics, 9, 3, 259-265.

[Huang11] Huang, J., Boubekeur, T., Ritschel, T., Hollander, M., and Eisemann, E. 2011. Separable approximation of ambient occlusion. In Eurographics 2011 Short Papers**, pp. 29-32.

[Igehy99] Igehy, H. 1999. Tracing ray differentials. In Proceedings of ACM SIGGRAPH 99**, pp. 179-186.

[Imagire07] Imagire, T., Johan, H., Tamura, N., and Nishita, T. 2007. Anti-aliased and real-time rendering of scenes with light scattering effects. The Visual Computer 23,9, 935-944.

[Immel86] Immel, D. S., Cohen, M. F., and Greenberg, D. P. 1986. A radiosity method for non-diffuse environments. Computer Graphics, 20, 4 (Proceedings of ACM SIG­GRAPH 86), 133-142.

[Isidoro06] Isidoro, J. 2006. Shadow mapping: GPU-based tips and techniques. Presenta­tion, Game Developers Conference 2008.

http刃developer.amd.com/media/gpu_assets/Isidoro-ShadowMapping.pdf.

[Itkis06] Itkis, M., Kniss, J., Lefohn, A., and Hansen, C. 2006. Volume rendering tech­niques. In GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation (edited by M. Pharr). Addison-Wesley Professional, Reading,MA.ISBN0-321-33559-7.

[Jahne05] Jahne, B. 2005. Digital Image Processing. 6th ed. Springer-Verlag, New York, NY. ISBN 978-3-540-24035-8.

[James03] James, R. 2003. True volumetric shadows. In Graphics programming methods (edited by J. Lander), pp. 353-366. Charles River Media, Rockland, MA. ISBN 1­58450-299-1.

[Jansen10] Jansen, J. and Bavoil, L. 2010. Fourier opacity mapping. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2010, pp. 165-172.

[Johnson63] Johnson, T. E. 1963. Sketchpad III: a computer program for drawing in three dimensions. In AFIPS ‘63 (Spring): Proceedings of the May 21-23, 1963, spring joint computer conference, pp. 347-353.

[Johnson05] Johnson, G. S., Lee, J., Burns, C. A., and Mark, W R. 2005. The irregular z-buffer: Hardware acceleration for irregular data structures. ACM Transactions on Graphics, 24, 4, 1462-1482.

[Johnson09] Johnson, G. S., Hunt, W. A., Hux, A., Mark, W R., Burns, C. A., and Junkins, S. 2009. Soft irregular shadow mapping: Fast, high-quality, and robust soft shadows. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2009, pp. 57-66.

[Jordan87] Jordan, C. 1887. Cours danalyse**. l’Ecole Polytechnique, pp. 587-594. Available online at:

http:〃www.maths.ed.ac.uk/~aar/jordan/jordan.pdf.

[Kajiya84] Kajiya, J. T. and Von Herzen, B. P. 1984. Ray tracing volume densities. Computer Graphics, 18, 3 (Proceedings of ACM SIGGRAPH 84), 165-174.

[Kajiya86] Kajiya, J. T. 1986. The rendering equation. Computer Graphics**, 20,4 (Proceed­ings of ACM SIGGRAPH 86), 143-150.

[Kautz04] Kautz, J., Lehtinen, J., and Aila, T. 2004. Hemispherical rasterization for self­shadowing of dynamic objects. In Proceedings of Eurographics Symposium on Render­ing 2004**, pp. 179-184.

[Keating99] Keating, B. and Max, N. 1999. Shadow penumbras for complex objects by depth-dependent filtering of multi-layer depth images. In Proceedings of Eurographics Workshop on Rendering 1999**, pp. 197-212.

[Keller01] Keller, A. and Heidrich, W. 2001. Interleaved sampling. In Proceedings of Euro­graphics Workshop on Rendering 2001, pp. 269-276.

[Kersten96] Kersten, D., Knill, D. C., Mamassian, P., and Bulthoff, I. 1996. Illusorymotion from shadows. Nature**, 379, 31.

[Kilgard99] Kilgard, M. 1999. Improving shadows and reflections via the stencil buffer. In Advanced OpenGL Game Development course notes, Game Developer Conference 1999**, pp. 204-253.

[Kilgard00] Kilgard, M. J. March 2000. More advanced hardware rendering techniques. Game Developers Conference**.

http/Meveloper.nvidia.com.

[Kilgard01] Kilgard, M. J. 2001. Robust stencil shadow volumes. Presentation, CEDEC 2001**.

http/Meveloper.nvidia.com/object/cedec_stencil.html.

[Kim01] Kim, T.-Y and Neumann, U. 2001. Opacity shadow maps. In Proceedings of Eu­rographics Workshop on Rendering2001**, pp. 177-182.

[Kim08] Kim, B., Kim, K., and Turk, G. 2008. A shadow volume algorithm for opaque and transparent non-manifold casters. Journal of Graphics Tools**, 13, 3, 1-14.

[Kircher09] Kircher, S. and Lawrance, A. 2009. Inferred lighting: fast dynamic lighting and shadows for opaque and translucent objects. In Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games**, pp. 39-45.

[Kirsch03] Kirsch, F. and Dollner, J. 2003. Real-time soft shadows using a single light sam­ple. Journal ofWSCG**, 11, 255-262.

[Kontkanen05] Kontkanen, J. and Laine, S. 2005. Ambient occlusion fields. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2005, pp. 41- 48.

[Kopf07] Kopf, J., Cohen, M. F., Lischinski, D., and Uyttendaele, M. 2007. Joint bilateral upsampling. ACM Transactions on Graphics**, 26, 3 (Proceedings of ACM SIGGRAPH 2007),96:1-96:5.

[Kozlov04] Kozlov, S. 2004. Perspective shadow maps - care and feeding. In GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics (edited by R. Fer­nando), pp. 217-244. Addison-Wesley Professional, Reading, MA. ISBN 0-321-22832- 4.

[Kwoon03] Kwoon, H. Y. 2003. The theory of stencil shadow volumes. In ShaderX2: Introduction & Tutorials with DirectX 9 (edited by W. Engel), pp. 587-593. Word­ware Publishing, Plano, TX. ISBN 1-55622-902-X. Short version available online: http://www.gamedev.net/reference/articles/article1873.asp.

[Lagae08] Lagae, A. and Dutre, P. 2008. A comparison of methods for generating Poisson disk distributions. Computer Graphics Forum, 27, 1, 114-129.

[Laine05a] Laine, S. 2005. Split-plane shadow volumes. In Proceedings of Graphics Hard­ware 2005, pp. 23-32.

[Laine05b] Laine, S. and Aila, T. 2005. Hierarchical penumbra casting. Computer Graphics Forum, 24, 3 (Proceedings of Eurographics 2005), 313-322.

[Laine05c] Laine, S., Aila, T., Assarsson, U., Lehtinen, J., and Akenine-Moller, T. 2005. Soft shadow volumes for raytracing. ACM Transactions on Graphics**, 24, 3 (Proceedings of ACM SIGGRAPH 2005), 1156-1165.

[Landis02] Landis, H. 2002. Production-ready global illumination. In ACM SIGGRAPH 2002 Course Notes, RenderMan in Production.

[Lauritzen07] Lauritzen, A. 2007. Summed-area variance shadow maps. In GPU Gems 3 (edited by H. Nguyen), pp. 157-182. Addison-Wesley Professional, Reading, MA. ISBN 978-0-321-51526-1.

[Lauritzen08] Lauritzen, A. and McCool, M. 2008. Layered variance shadow maps. In Proceedings of Graphics Interface 2008, pp. 139-146.

[Lauritzen11] Lauritzen, A., Salvi, M., and Lefohn, A. 2011. Sample distribution shadow maps. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2011**, pp. 97-102.

[Lee09] Lee, S., Eisemann, E., and Seidel, H.-P. 2009. Depth-of-Field Rendering with Mul­tiview Synthesis. ACM Transactions on Graphics**, 28, 5 (Proceedings of ACM SIG­GRAPH Asia 2009), 134:1-134:6.

[Lefohn05] Lefohn, A., Sengupta, S., Kniss, J., Strzodka, R., and Owens, J. D. 2005. Dy­namic adaptive shadow maps on graphics hardware. In ACM SIGGRAPH 2005 Sketches and Applications, p. 13.

[Lefohn07] Lefohn, A. E., Sengupta, S., and Owens, J. D. 2007. Resolution matched shadow maps. ACM Transactions on Graphics, 26, 4, 20:1-20:17.

[Lefohn08] Lefohn, A., Houston, M., et al. 2008. Beyond programmable shading. In ACM SIGGRAPH2008 Classes**, pp. 9:1-9:21.

[Lehtinen06] Lehtinen, J., Laine, S., and Aila, T. 2006. An improved physically-based soft shadow volume algorithm. Computer Graphics Forum, 25, 3 (Proceedings of Euro­graphics 2006), 303-312.

[Lehtinen08] Lehtinen, J., Zwicker, M., Turquin, E., Kontkanen, J., Durand, F., Sillion, F. X., and Aila, T. 2008. A meshless hierarchical representation for light transport. ACM Transactions on Graphics, 27, 3 (Proceedings of ACM SIGGRAPH 2008), 37:1-37:9.

[Lengyel00] Lengyel, E. 2000. Tweaking a vertex's projected depth value. In GameProgram­ming Gems (edited byM. DeLoura), pp. 361-365. Charles River Media, Hingham, MA. ISBN 1-58450-049-2.

[Lengyel02] Lengyel, E. 2002. The mechanics of robust stencil shadows. Gamasutra**. http:〃www.gamasutra.com/features/20021011/lengyel_01.htm.

[Lengyel05] Lengyel, E. 2005. Advanced stencil shadow and penumbral wedge rendering. Presentation, Game Developers Conference 2005.

http:〃www.terathon.com/gdc_lengyel.ppt.

[Liao07] Liao, H.-c. 2007. Mapping and drawing metho d for a tetrahedron map. U.S. Patent Application 20070159479.

http://www.freepatentsonline.com/y2007/0159479.html.

[Liao10] Liao, H.-C. 2010. Shadow mapping for omni-directional light using tetrahedron mapping. In GPUPro: Advanced Rendering Techniques (edited by W. Engel), pp. 455- 475. A K Peters, Wellesley, MA. ISBN 978-1-56881-472-8.

[Lichtenbelt98] Lichtenbelt, B., Crane, R., and Naqvi, S. 1998. Introduction to volume ren­dering. Prentice Hall, Upper Saddle River, NJ. ISBN 0-13-861683-3.

[Lischinski98] Lischinski, D. and Rappoport, A. 1998. Image-based rendering for non­diffuse synthetic scenes. In Proceedings ofEurographics Workshop on Rendering 1998**, pp. 301-314.

[Liu06] Liu, B., Wei, L.-Y, and Xu, Y.-Q. 2006. Multi-layer depth peeling via fragment sort. Tech. Rep. MSR-TR-2006-81, Microsoft Research.

[Lloyd04] Lloyd, D. B., Wendt, J., Govindaraju, N. K., and Manocha, D. 2004. CC shadow volumes. In Proceedings ofEurographics Symposium on Rendering2004**, pp. 197-205.

[Lloyd06a] Lloyd, B., Govindaraju, N. K., Tuft, D., Molnar, S., and Manocha, D. 2006. Prac­tical logarithmic shadow maps. In ACM SIGGRAPH 2006 Sketches and Applications**.

[Lloyd06b] Lloyd, D. B., Tuft, D., Yoon, S., and Manocha, D. 2006. Warping and parti­tioning for low error shadow maps. In Proceedings of Eurographics Symposium on Rendering 2006, pp. 215-226.

[Lloyd07a] Lloyd, B. 2007. Logarithmic perspective shadow maps**. PhD thesis, University of North Carolina.

[Lloyd07b] Lloyd, D. B., Govindaraju, N. K., Molnar, S. E., and Manocha, D. 2007. Prac­tical logarithmic rasterization for low-error shadow maps. In Proceedings of Graphics Hardware 2007**, pp. 17-24.

[Lloyd08] Lloyd, D. B., Govindaraju, N. K., Quammen, C., Molnar, S. E., and Manocha, D. 2008. Logarithmic perspective shadow maps. ACM Transactions on Graphics, 27, 4, 106:1-106:32.

[Lokovic00] Lokovic, T. and Veach, E. 2000. Deep shadow maps. In Proceedings of ACM SIGGRAPH2000**, pp. 385-392.

[Loop06] Loop, C. and Blinn, J. 2006. Real-time GPU rendering of piecewise algebraic surfaces. ACM Transactions on Graphics**, 25, 3 (Proceedings of ACM SIGGRAPH 2006), 664-670.

[Loos10] Loos, B. J. and Sloan, P-P.J.2010. Volumetric obscurance. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2010**, pp. 151-156.

[Luft06] Luft, T. and Deussen, O. 2006. Real-time watercolor illustrations of plants using a blurred depth test. In Proceedings of Symposium on Non-Photorealistic Animation and Rendering 2006, pp. 11-20.

[Malmer07] Malmer, M., Malmer, F., Assarsson, U., and Holzschuch, N. 2007. Fast pre­computed ambient occlusion for proximity shadows. Journal of Graphics Tools**, 12, 2, 59-71.

[Mamassian98] Mamassian, P., Knill, D. C., and Kersten, D. 1998. The perception of cast shadows. Trends in Cognitive Sciences, 2, 8, 288-295.

[Martin04] Martin, T. and Tan, T.-S. 2004. Anti-aliasing and continuity with trapezoidal shadow maps. In Proceedings ofEurographics Symposium on Rendering2004**, pp. 153- 160.

[Mattausch08] Mattausch, O., Bittner, J., and Wimmer, M. 2008. CHC++: Coherenthierar- chical culling revisited. Computer Graphics Forum, 27, 2 (Proceedings of Eurographics 2008), 221-230.

[Max86a] Max, N. 1986. Light diffusion through clouds and haze. Computer Vision, Graph­ics, and Image Processing**, 33,3, 280-292.

[Max86b] Max, N. L. 1986. Atmospheric illumination and shadows. Computer Graphics**, 20,4 (Proceedings of ACM SIGGRAPH 86), 117-124.

[Max95] Max, N. 1995. Optical models for direct volume rendering. IEEE Transactions on Visualization and Computer Graphics, 1, 99-108.

[McCoolOO] McCool, M. D. 2000. Shadow volume reconstruction from depth maps. ACM Transactions on Graphics, 19, 1, 1-26.

[McGuire03] McGuire, M., Hughes, J. F., Egan, K., Kilgard, M., and Everitt, C. 2003. Fast, practical and robust shadows. Tech. rep., NVIDIA Corporation, Austin, TX.

[McGuire04a] McGuire, M. 2004. Efficient shadow volume rendering. In GPU Gems: Pro­gramming Techniques, Tips, and TricksforReal-Time Graphics (editedbyR. Fernando), pp. 137-166. Addison-Wesley Professional, Reading, MA. ISBN 0-321-22832-4.

[McGuire04b] McGuire, M. 2004. Observations on silhouette sizes. Journal of Graphics Tools, 9, 1, 1-12.

[McGuire07] McGuire, M. 2007. Single-pass shadow volumes for arbitrary meshes. In ACM SIGGRAPH 2007 Posters**, p. 177.

[McGuire10a] McGuire, M. 2010. Ambient occlusion volumes. In Proceedings of High Performance Graphics 2010**, pp. 47-56.

[McGuire10b] McGuire, M. 2010. Hardware-accelerated colored stochastic shadow maps. Tech. Rep. NVR-2010-003, NVIDIA Corporation, Santa Clara, CA.

[McGuire10c] McGuire, M., Enderton, E., Shirley, P., and Luebke, D. 2010. Real-time stochastic rasterization on conventional GPU architectures. In Proceedings of High Performance Graphics 2010, pp. 173-182.

[Mendez-Feliu09] Mendez-Feliu, A. and Sbert, M. 2009. From obscurances to ambient occlusion: A survey. The Visual Computer**, 25, 2, 181-196.

[Merriam-Webster09] Merriam-Webster. 2009. Merriam-webster online dictionary. http: / www.merriam-webster.com/diction ary/.

[Mikkelsen07] Mikkelsen, M. S. 2007. Separating-plane perspective shadow mapping. Journal of Graphics Tools**, 12, 3,43-54.

[Miller94] Miller, G. 1994. Efficient algorithms for local and global accessibility shading. In Proceedings of ACM SIGGRAPH 94**, pp. 319-326.

[Miller07] Miller, K. 2007. The emblem of earthly vanities. Tate ETC**, 9.

[Mitchell04a] Mitchell, J. 2004. Light shafts: Rendering shadows in participating media.

Presentation, Game Developers Conference 2004.

http:〃developer.amd.com/media/gpu_assets/Mitchell_LightShafts.pdf.

[Mitchell04b] Mitchell, J. L. 2004. Poisson shadow blur. In ShaderX3: Advanced Rendering with DirectX and OpenGL (edited by W. Engel), pp. 403-409. Charles River Media, Hingham, MA. ISBN 1-58450-357-2.

[Mitra09] Mitra, N. J. and Pauly, M. 2009. Shadow art. ACM Transactions on Graphics, 28, 5 (Proceedings of ACMSIGGRAPH Asia 2009), 156:1-156:7.

[Mo07] Mo, Q., Popescu, V, and Wyman, C. 2007. The soft shadow occlusion camera. In Proceedings ofPacific Graphics 2007**, pp. 189-198.

[MohammadBagher10] MohammadBagher, M., Kautz, J., Holzschuch, N., and Soler, C. 2010. Screen-space percentage-closer soft shadows. In ACM SIGGRAPH 2010 Posters**, p. 133:1.

[Nagy00] Nagy, G. 2000. Real-time shadows on complex objects. In Game Programming Gems (edited by M. DeLoura), pp. 567-580. Charles River Media, Hingham, MA. ISBN 1-58450-049-2.

[Nehab07] Nehab, D., Sander, P. V, Lawrence, J., Tatarchuk, N., and Isidoro, J. R. 2007. Accelerating real-time shading with reverse reprojection caching. In Proceedings of Graphics Hardware 2007, pp. 25-35.

[Newell77] Newell, M. E. and Blinn, J. F. 1977. The progression of realism in computer generated images. In Proceedings ofACM ’77, pp. 444-448.

[Ngan04] Ngan, A., Durand, F., and Matusik, W. 2004. Experimental validation of analyt­ical BRDF models. In ACM SIGGRAPH 2004 Sketches and Applications**, p. 90.

[Ni04] Ni, R., Braunstein, M. L., and Andersen, G. J. 2004. Interaction of optical contact, shadows and motion in determining perceived scene layout. Journal of Vision, 4, 8, 615-615.

[Nichols10] Nichols, G., Penmatsa, R., and Wyman, C. 2010. Interactive, multiresolution image-space rendering for dynamic area lighting. Computer Graphics Forum, 29, 4 (Proceedings of Eurographics Symposium on Rendering 2010).

[Nishita87] Nishita, T., Miyawaki, Y., and Nakamae, E. 1987. A shading model for atmo­spheric scattering considering luminous intensity distribution of light sources. Com­puter Graphics**, 21,4 (Proceedings of ACM SIGGRAPH 87), 303-310.

[Nishita96] Nishita, T., Dobashi, Y., and Nakamae, E. 1996. Display of clouds taking into account multiple anisotropic scattering and sky light. In Proceedings of ACM SIG­GRAPH 96**, pp. 379-386.

[Nowrouzezahrai09] Nowrouzezahrai, D. and Snyder, J. 2009. Fast global illumination on dynamic height fields. Computer Graphics Forum**, 28,4 (Proceedings ofEurographics Symposium on Rendering 2009), 1131-1139.

[Oat07] Oat, C. and Sander, P. V 2007. Ambient aperture lighting. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2007**, pp. 61-64.

[Oh07] Oh, K. and Park, S. 2007. Realtime hybrid shadow algorithm using shadow texture and shadow map. In Proceedings of ICCSA 2007, Part I, Lecture Notes in Computer Science, pp. 972-980.

[Oliveira05] Oliveira, M. M. and Policarpo, F. 2005. An efficient representation for surface details. Tech. Rep. RP-351, Universidade Federal do Rio Grande do Sul.

[Overbeck07] Overbeck, R., Ramamoorthi, R., and Mark, W. R. 2007. A real-time beam tracer with application to exact soft shadows. In Proceedings of Eurographics Sympo­sium on Rendering 2007, pp. 85-98.

[Pagot04] Pagot, C. A., Comba, J. L. D., and de Oliveira Neto, M. M. 2004. Multiple-depth shadow maps. In Proceedings of SIBGRAPI 2004, pp. 308-315.

[Pajakll] Pajak, D., Herzog, R., Eisemann, E., Myszkowski, K., and Seidel, H.-P. 2011. Scal­able remote rendering with depth and motion-flow augmented streaming. Computer Graphics Forum**, 30, 2 (Proceedings of Eurographics 2011), 415-424.

[Pan07] Pan, M., Wang, R., Liu, X., Peng, Q., and Bao, H. 2007. Precomputed radiance transfer field for rendering interreflections in dynamic scenes. Computer Graphics Forum**, 26, 3 (Proceedings ofEurographics 2007), 485-493.

[Pan09] Pan, M., Wang, R., Chen, W., Zhou, K., and Bao, H. 2009. Fast, sub-pixel an­tialiased shadow maps. Computer Graphics Forum**, 28, 7 (Proceedings of Pacific Graphics 2009), 1927-1934.

[Paris06] Paris, S. and Durand, F. 2006. A fast approximation of the bilateral filter using a signal processing approach. In Proceedings ofECCV 2006, Part IV**, Lecture Notes in Computer Science, pp. 568-580.

[Parker98] Parker, S., Shirley, P., and Smits, B. 1998. Single sample soft shadows. Tech. Rep. UUCS-98-019, University ofUtah.

[Patney10] Patney, A., Tzeng, S., and Owens, J. D. 2010. Fragment-parallel composite and filter. Computer Graphics Forum, 29, 4 (Proceedings of Eurographics Symposium on Rendering 2010), 1251-1258.

[Pegoraro09a] Pegoraro, V, Schott, M., and Parker, S. 2009. Reduced dual-formulation for analytical anisotropic single scattering. In High Performance Graphics 2009 Posters**.

[Pegoraro09b] Pegoraro, V, Schott, M., and Parker, S. G. 2009. An analytical approach to single scattering for anisotropic media and light distributions. In Proceedings of Graphics Interface 2009, pp. 71-77.

[Pegoraro10] Pegoraro, V., Schott, M., and Parker, S. G. 2010. A closed-form solution to single scattering for general phase functions and light distributions. Computer Graph­ics Forum, 29, 4 (Proceedings of Eurographics Symposium on Rendering 2010), 1365­1374.

[Petschnigg04] Petschnigg, G., Szeliski, R., Agrawala, M., Cohen, M., Hoppe, H., and Toyama, K. 2004. Digital photography with flash and no-flash image pairs. ACM Transactions on Graphics, 23, 3 (Proceedings of ACM SIGGRAPH 2004), 664-672.

[Pickett00] Pickett, J. P. et al. (eds.). 2000. TheAmerican Heritage Dictionary of the English Language**. 4th ed. Houghton Mifflin Company, Boston, MA.

[Popescu06] Popescu, V. and Aliaga, D. 2006. The depth discontinuity occlusion camera. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2006, pp. 139-143.

[Pranckevicius06] Pranckevicius, A. 2006. Soft projected shadows. In ShaderX4: Advanced Rendering Techniques (edited by W Engel), pp. 279-288. Charles River Media, Hing­ham, MA. ISBN 1-58450-425-0.

[Princeton University09] Princeton University. 2009. WordNet 3.0. http:〃wordnet.

princeton.edu/.

[Ramamoorthi09] Ramamoorthi, R. 2009. Precomputation-based rendering. Foundations and Trends in Computer Graphics and Vision, 3, 4, 281-369.

[Reeves87] Reeves, W. T., Salesin, D. H., and Cook, R. L. 1987. Rendering antialiased shad­ows with depth maps. Computer Graphics**, 21, 4 (Proceedings of ACM SIGGRAPH 87),283-291.

[Reinbothe09] Reinbothe, C. K., Boubekeur, T., and Alexa, M. 2009. Hybrid ambient oc­clusion. In Eurographics 2009Annex (Area Papers)**, pp. 51-57.

[Ren06] Ren, Z., Wang, R., Snyder, J., Zhou, K., Liu, X., Sun, B., Sloan, P.-P., Bao, H., Peng, Q., and Guo, B. 2006. Real-time soft shadows in dynamic scenes using spherical har­monic exponentiation. ACM Transactions on Graphics**, 25, 3 (Proceedings of ACM SIGGRAPH 2006), 977-986.

[Revelles00] Revelles, J., Urena, C., and Lastra, M. 2000. An efficient parametric algorithm for octree traversal. Journal of WSCG, 8, 2, 212-219.

[Ritschel09] Ritschel, T., Grosch, T., and Seidel, H.-P. 2009. Approximating dynamic global illumination in image space. In Proceedings of ACM SIGGRAPH Symposium on Inter­active 3D Graphics and Games 2009**, pp. 75-82.

[Robison09] Robison, A. and Shirley, P. 2009. Image space gathering. In Proceedings of High Performance Graphics 2009, pp. 91-98.

[Rong06] Rong, G. and Tan, T.-S. 2006. Utilizing jump flooding in image-based soft shad­ows. In Proceedings of ACM Symposium on Virtual Reality Software and Technology 2006**, pp. 173-180.

[Rottger02] Rottger, S., Irion, A., and Ertl, T. 2002. Shadow volumes revisited. Journal of WSCG**, 10, 2, 373-380.

[Saito90] Saito, T. and Takahashi, T. 1990. Comprehensible rendering of 3-D shapes. Com­puter Graphics, 24, 4 (Proceedings of ACM SIGGRAPH 90), 197-206.

[Salvi08] Salvi, M. 2008. Rendering filtered shadows with exponential shadow maps. In ShaderX6: Advanced Rendering Techniques (edited byW. Engel), pp. 257-274. Charles River Media, Hingham, MA. ISBN 978-1-58450-544-0.

[Salvi10] Salvi, M., Vidimce, K., Lauritzen, A., and Lefohn, A. E. 2010. Adaptive volu­metric shadow maps. Computer Graphics Forum, 29, 4 (Proceedings of Eurographics Symposium on Rendering 2010), 1289-1296.

[Scherzer07] Scherzer, D., Jeschke, S., and Wimmer, M. 2007. Pixel-correct shadow maps with temporal reprojection and shadow test confidence. In Proceedings ofEurographics Symposium on Rendering2007**, pp. 45-50.

[Scherzer09] Scherzer, D., Schwarzler, M., Mattausch, O., and Wimmer, M. 2009. Real­time soft shadows using temporal coherence. In Proceedings of ISVC 2009, Part II, Lecture Notes in Computer Science, pp. 13-24.

[Scherzer11] Scherzer, D., Yang, L., Mattausch, O., Nehab, D., Sander, P. V., Wimmer, M., and Eisemann, E. 2011. A survey on temporal coherence methods in real-time ren­dering. In Eurographics 2011 State of the Art Reports**, pp. 101-126.

[Schlick94] Schlick, C. 1994. A survey of shading and reflectance models. Computer Graph­ics Forum, 13, 2, 121-131.

[Schroder93] Schroder, P. and Hanrahan, P. 1993. On the form factor between two poly­gons. In Proceedings of ACM SIGGRAPH 93**, pp. 163-164. ISBN0-89791-601-8.

[Schuler05] Schuler, C. 2005. Eliminating surface acne with gradient shadow mapping. In ShaderX4: Advanced Rendering Techniques (edited byW. Engel), pp. 289-297. Charles RiverMedia, Hingham, MA. ISBN 1-58450-425-0.

[SchUler06] Schuler, C. 2006. Multisampling extension for gradient shadow maps. In ShaderX5: Advanced Rendering Techniques (edited byW. Engel), pp. 207-218. Charles River Media, Hingham, MA. ISBN 978-1-58450-499-3.

[Schwarz07] Schwarz, M. and Stamminger, M. 2007. Bitmask soft shadows. Computer Graphics Forum**, 26, 3 (Proceedings of Eurographics 2007), 515-524.

[Schwarz08a] Schwarz, M. and Stamminger, M. 2008. Microquad soft shadow mapping revisited. In Eurographics 2008 Annex to the Conference Proceedings (Short Papers)**, pp. 295-298.

[Schwarz08b] Schwarz, M. and Stamminger, M. 2008. Quality scalability of soft shadow mapping. In Proceedings of Graphics Interface 2008, pp. 147-154.

[Schwarz09] Schwarz, M. 2009. Soft shadows, curved surfaces and perceptual sensitivity: Advanced methodsfor improving realism in real-time rendering**. PhD thesis, University of Erlangen-Nuremberg.

[Schwarz10] Schwarz, M. and Seidel, H.-P. 2010. Fast parallel surface and solid voxelization on GPUs. ACM Transactions on Graphics**, 29, 6 (Proceedings of ACM SIGGRAPH Asia 2010), 179:1-179:9.

[Schwarzler09] Schwarzler, M. 2009. Real-time soft shadows with adaptive light source sampling. In Proceedings ofCESCG 2009**.

http:〃www.cescg.org/CESCG-2009/papers/VUT-Schwaerzler-Michael.pdf.

[Sen03] Sen, P., Cammarano, M., and Hanrahan, P. 2003. Shadow silhouette maps. ACM Transactions on Graphics, 22, 3 (Proceedings of ACM SIGGRAPH 2003), 521-526.

[Sen04] Sen, P. 2004. Silhouette maps for improved texture magnification. In Proceedings of Graphics Hardware 2004, pp. 65-73.

[Shade98] Shade, J., Gortler, S., He, L., and Szeliski, R. 1998. Layered depth images. In Proceedings of ACM SIGGRAPH 98**, pp. 231-242.

[Shanmugam07] Shanmugam, P and Arikan, O. 2007. Hardware accelerated ambient oc­clusion techniques on GPUs. In Proceedings of ACM SIGGRAPH Symposium on Inter­active 3D Graphics and Games 2007**, pp. 73-80.

[Shishkovtsov06] Shishkovtsov, O. 2006. Deferred shading in S.T.A.L.K.E.R. In GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Com­putation (edited by M. Pharr), pp. 143-166. Addison-Wesley Professional, Reading, MA. ISBN 0-321-33559-7.

[Shreiner09] Shreiner, D. 2009. OpenGL Programming Guide: The Official Guide to Learn­ing OpenGL, Versions 3.0 and 3.1**. 7th ed. Addison-Wesley, Boston, MA. ISBN 0321552628.

[Sigg06] Sigg, C. and Hadwiger, M. 2006. Fast third-order texture filtering. In GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Com­putation (edited by M. Pharr). Addison-Wesley Professional, Reading, MA. ISBN 0­321-33559-7.

[Sillion94] Sillion, F. X. and Puech, C. 1994. Radiosity and Global Illumination**. Morgan Kaufmann Publishers, San Francisco, CA. ISBN 1558602771.

[Sintorn08a] Sintorn, E. and Assarsson, U. 2008. Fast parallel gpu-sorting using a hybrid algorithm. Journal ofParallel and Distributed Computing**, 68, 1381-1388.

[Sintorn08b] Sintorn, E., Eisemann, E., and Assarsson, U. 2008. Sample based visibility for soft shadows using alias-free shadow maps. Computer Graphics Forum**, 27, 4 (Pro­ceedings ofEurographics Symposium on Rendering 2008), 1285-1292.

[Sintorn09] Sintorn, E. and Assarsson, U. 2009. Hair self shadowing and transparency depth ordering using occupancy maps. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2009**, pp. 67-74.

[Sitthi-amorn08] Sitthi-amorn, P., Lawrence, J., Yang, L., Sander, P. V, Nehab, D., and Xi, J. 2008. Automated reprojection-based pixel shader optimization. ACM Transactions on Graphics**, 27, 5 (Proceedings of ACM SIGGRAPH Asia 2008), 127:1-127:11.

[Sloan07] Sloan, P.-P., Govindaraju, N. K., Nowrouzezahrai, D., and Snyder, J. 2007. Image­based proxy accumulation for real-time soft global illumination. In Proceedings of Pacific Graphics 2007**, pp. 97-105.

[Smith95] Smith, S. M. and Brady, J. M. 1995. SUSAN - A new approach to low level image processing. Tech. Rep. TR95SMS1c, Chertsey, Surrey, UK.

[Snyder08] Snyder, J. and Nowrouzezahrai, D. 2008. Fast soft self-shadowing on dynamic height fields. Computer Graphics Forum**, 27, 4 (Proceedings of Eurographics Sympo­sium on Rendering 2008), 1275-1283.

[Soler98a] Soler, C. 1998. Representations hierarchiques de la visibilite pour le contr6le de lerreur en simulation de l’eclairage**. PhD thesis, Universite Joseph Fourier (Grenoble).

[Soler98b] Soler, C. and Sillion, F. X. 1998. Fast calculation of soft shadow textures using convolution. In Proceedings of ACM SIGGRAPH 98**, pp. 321-332.

[St-Amour05] St-Amour, J.-F., Paquette, E., and Poulin, P. 2005. Soft shadows from ex­tended light sources with penumbra deep shadow maps. In Proceedings of Graphics Interface 2005**, pp. 105-112.

[Stamminger02] Stamminger, M. and Drettakis, G. 2002. Perspective shadow maps. ACM Transactions on Graphics, 21, 3 (Proceedings of ACM SIGGRAPH 2002), 557-562.

[Steiner06] Steiner, C. 2006. Shadow volumes in complex scenes**. Master's thesis, Institute of Computer Graphics and Algorithms, Vienna University of Technology, Favoriten- strasse 9-11/186, A-1040 Vienna, Austria.

[Stewart94] Stewart, A. J. and Ghali, S. 1994. Fast computation of shadow boundaries using spatial coherence and backprojections. In Proceedings of ACM SIGGRAPH 94**, pp. 231-238.

[Stich07] Stich, M., Wachter, C., and Keller, A. 2007. Efficient and robust shadow volumes using hierarchical occlusion culling and geometry shaders. In GPU Gems 3 (edited by H. Nguyen), pp. 239-256. Addison-Wesley Professional, Reading, MA. ISBN 978-0­321-51526-1.

[Stoll06] Stoll, C., Gumhold, S., and Seidel, H.-P. 2006. Incremental raycasting ofpiecewise quadratic surfaces on the GPU. In Proceedings oflEEE Symposium on Interactive Ray Tracing 2006**, pp. 141-150.

[Sun05] Sun, B., Ramamoorthi, R., Narasimhan, S. G., and Nayar, S. K. 2005. A practical analytic single scattering model for real time rendering. ACM Transactions on Graph­ics**, 24, 3 (Proceedings of ACM SIGGRAPH 2005), 1040-1049.

[Sutherland66] Sutherland, I. E. 1966. Ten unsolved problems in computer graphics. Data­mation**, 12, 5, 22-27.

[Szirmay-Kalos10] Szirmay-Kalos, L., Umenhoffer, T., Toth, B., Szecsi, L., and Sbert, M. 2010. Volumetric ambient occlusion for real-time rendering and games. IEEE Com­puter Graphics and Applications**, 30, 70-79.

[Tadamura99] Tadamura, K., Qin, X., Jiao, G., and Nakamae, E. 1999. Rendering optimal solar shadows using plural sunlight depth buffers. In Proceedings ofComputer Graphics International 1999, pp. 166-173.

[Tadamura01] Tadamura, K., Qin, X., Jiao, G., and Nakamae, E. 2001. Rendering optimal solar shadows with plural sunlight depth buffers. The Visual Computer**, 17, 2, 76-90.

[Takashi06] Takashi, 1.2006. Dynamic global illumination using tetrahedron environment mapping. In ShaderX4: Advanced Rendering Techniques (edited byW. Engel), pp. 157­169. Charles RiverMedia, Hingham, MA. ISBN 1-58450-425-0.

[Tamura06] Tamura, N., Johan, H., Chen, B.-Y., and Nishita, T. 2006. A practical and fast rendering algorithm for dynamic scenes using adaptive shadow fields. The Visual Com­puter**, 22, 9-11,702-712.

[Thibieroz09] Thibieroz, N. 2009. Deferred shading with multisampling anti-aliasing in DirectX 10. In ShaderX: Advanced Rendering Techniques (edited by W Engel), pp. 225-242. Charles River Media, Hingham, MA. ISBN 978-1-58450-598-3.

[Thompson98] Thompson, W. B., Smits, B., Shirley, P., Kersten, D.J., and Madison, C. 1998. Visual glue. Tech. Rep. UUCS-98-007, University of Utah.

[Tomasi98] Tomasi, C. and Manduchi, R. 1998. Bilateral filtering for gray and color images. In Proceedings of the Sixth International Conference on Computer Vision, pp. 839-846.

[Tooth09] Tooth, B. and Umenhoffer, T. 2009. Real-time volumetric lighting in participating media. In Eurographics 2009 Short Papers.

[Uralsky05] Uralsky, Y. 2005. Efficient soft-edged shadows using pixel shader branch­ing. In GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation (edited by M. Pharr), pp. 269-282. Addison-Wesley Professional, Reading, MA. ISBN 0-321-33559-7.

[Valient04] Valient, M. and de Boer, W. H. 2004. Fractional-disk soft shadows. In ShaderX3: Advanced Rendering with DirectX and OpenGL (edited by W. Engel), pp. 411-423. Charles River Media, Hingham, MA. ISBN 1-58450-357-2.

[Valient08] Valient, M. 2008. Stable rendering of cascaded shadow maps. In ShaderX6: Ad­vanced Rendering Techniques (edited byW Engel), pp. 231-238. Charles River Media, Hingham, MA. ISBN 978-1-58450-544-0.

[vanWaveren05] van Waveren, J. M. P 2005. Shadow volume construction. Intel Software Network.

http〃cache-www.intel.com/cd/00/00/29/37/293752_293752.pdf. Id Software, Inc.

[Vlachos02] Vlachos, A. and Card, D. 2002. Computing optimized shadow volumes for complex data sets. In Game Programming Gems 3 (edited by D. Treglia), pp. 367-371. Charles River Media, Cambridge, MA. ISBN 9781584502333.

[Wan07] Wan, L., Wong, T.-T., and Leung, C.-S. 2007. Isocube: Exploiting the cubemap hardware. IEEE Transactions on Visualization and Computer Graphics**, 13,4, 720-731.

[Wang94] Wang, Y. and Molnar, S. 1994. Second-depth shadow mapping. Tech. Rep. TR 94-019, University ofNorth Carolina at Chapel Hill.

[Weiler77] Weiler, K. and Atherton, P 1977. Hidden surface removal using polygon area sorting. Computer Graphics**, 11, 2 (Proceedings of ACM SIGGRAPH 77), 214-222.

[Weiskopf03] Weiskopf, D. and Ertl, T. 2003. Shadow Mapping Based on Dual Depth Lay­ers. In Eurographics 2003 Short Papers**, pp. 53-60.

[Whitted80] Whitted, T. 1980. An improved illumination model for shaded display. Com­munications of the ACM**, 23, 6, 343-349.

[Williams78] Williams, L. 1978. Casting curved shadows on curved surfaces. Computer Graphics, 12, 3 (Proceedings of ACM SIGGRAPH 78), 270-274.

[Wimmer04] Wimmer, M., Scherzer, D., and Purgathofer, W 2004. Light space perspective shadow maps. In Proceedings ofEurographics Symposium on Rendering2004**, pp. 143- 152.

[Wimmer06] Wimmer, M. and Scherzer, D. 2006. Robust shadow mapping with light­space perspective shadow maps. In ShaderX: Advanced Rendering Techniques (edited byW.Engel),pp. 313-330. Charles River Media, Hingham, MA. ISBN 1-58450-425-0.

[Wolberg94] Wolberg, G. 1994. Digital Image Warping. 1st ed. IEEE Computer Society Press, Los Alamitos, CA. ISBN 0818689447.

[Woo90] Woo, A., Poulin, P., and Fournier, A. 1990. A survey of shadow algorithms. IEEE Computer Graphics and Applications, 10, 6, 13-32.

[Woo92] Woo, A. 1992. The shadow depth map revisited. In Graphics Gems III (edited by D. Kirk), pp. 338-342. Academic Press, Boston, MA. ISBN 0-12-409673-5.

[Wylie67] Wylie, C., Romney, G., Evans, D., and Erdahl, A. 1967. Half-tone perspective drawings by computer. In AFIPS ‘67 (Fall): Proceedings of the November 14-16, 1967, fall joint computer conference, pp. 49-58.

[Wyman03] Wyman, C. and Hansen, C. 2003. Penumbra maps: Approximate soft shadows in real-time. In Proceedings of Eurographics Symposium on Rendering 2003, pp. 202­207.

[Wyman08] Wyman, C. and Ramsey, S. 2008. Interactive volumetric shadows in participat­ing media with single scattering. In Proceedings of the IEEE Symposium on Interactive Ray Tracing 2008**, pp. 87-92.

[Wyman10] Wyman, C. 2010. Interactive voxelized epipolar shadow volumes. In ACM SIGGRAPH ASIA 2010 Sketches**, pp. 53:1-53:2.

[Xie07] Xie, F., Tabellion, E., and Pearce, A. 2007. Soft shadows by ray tracing multilayer transparent shadow maps. In Proceedings of Eurographics Symposium on Rendering 2007**, pp. 265-276.

[Yang08] Yang, L., Sander, P. V., and Lawrence, J. 2008. Geometry-aware framebuffer level of detail. Computer Graphics Forum**, 27, 4 (Proceedings of Eurographics Symposium on Rendering 2008), 1183-1188.

[Yang09] Yang, B., Feng, J., Guennebaud, G., and Liu, X. 2009. Packet-based hierarchal soft shadow mapping. Computer Graphics Forum**, 28,4 (Proceedings ofEurographics Symposium on Rendering 2009), 1121-1130.

[Yang10a] Yang, B., Dong, Z., Feng, J., Seidel, H.-P., and Kautz, J. 2010. Variance soft shadow mapping. Computer Graphics Forum**, 29, 7 (Proceedings of Pacific Graph­ics 2010),2127-2134.

[Yang10b] Yang, J., Hensley, J., Gruen, H., and Thibieroz, N. 2010. Dynamic construction of concurrent linked-lists for real-time rendering. Computer Graphics Forum, 29, 4 (Proceedings of Eurographics Symposium on Rendering 2010), 1297-1304.

[Zhang98] Zhang, H. 1998. Forward shadow mapping. In Proceedings of Eurographics Workshop on Rendering 1998**, pp. 131-138.

[Zhang06a] Zhang, F., Sun, H., Xu, L., and Lun, L. K. 2006. Parallel-split shadow maps for large-scale virtual environments. In Proceedings of ACM International Conference on Virtual Reality Continuum and Its Applications 2006**, pp. 311-318.

[Zhang06b] Zhang, F., Xu, L., Tao, C., and Sun, H. 2006. Generalized linear perspective shadow map rep arametrization. In Proceedings of ACM International Conference on Virtual Reality Continuum and Its Applications 2006, pp. 339-342.

[Zhang07a] Zhang, F., Sun, H., and Nyman, O. 2007. Parallel-split shadow maps on pro­grammable GPUs. In GPU Gems 3 (edited by H. Nguyen), pp. 203-238. Addison- Wesley Professional, Reading, MA. ISBN 978-0-321-51526-1.

[Zhang07b] Zhang, L., Chen, W., Ebert, D. S., and Peng, Q. 2007. Conservative voxeliza- tion. The Visual Computer**, 23, 9-11, 783-792.

[Zhang09] Zhang, F., Zaprjagaev, A., and Bentham, A. 2009. Practical cascaded shadow maps. In ShaderX7: Advanced Rendering Techniques (edited by W. Engel), pp. 305­330. Charles River Media, Hingham, MA. ISBN 978-1-58450-598-3.

[Zhou05] Zhou, K., Hu, Y., Lin, S., Guo, B., and Shum, H.-Y. 2005. Precomputed shadow fields for dynamic scenes. ACM Transactions on Graphics**, 24, 3 (Proceedings of ACM SIGGRAPH 2005), 1196-1201.

[Zinke08] Zinke, A., Yuksel, C., Weber, A., and Keyser, J. 2008. Dual scattering approxi­mation for fast multiple scattering in hair. ACM Transactions on Graphics**, 27, 3 (Pro­ceedings of ACM SIGGRAPH 2008), 32:1-32:10.

[Zioma03] Zioma, R. 2003. Reverse extruded shadow volumes. In ShaderX2: Shader Pro­gramming Tips & Tricks with DirectX 9 (edited by W. Engel), pp. 587-593. Wordware Publishing, Plano, TX. ISBN 1-55622-988-7.

posted @ 2021-11-24 23:41  straywriter  阅读(255)  评论(0编辑  收藏  举报