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RESEARCH_PAPERS.md

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Research Papers

List of a bunch of rendering whitepapers I've found handy over the years.

NOTE: Not all of these have links I can distribute, but they can be found. They're usually just behind registration pages and such.

NOTE-2: I'll link to what I can later, I want to get the proper source and these have just accumulated in my dropbox folder.

Graphics, Rendering, and Shading

  • Real Shading in Unreal Engine 4 - Bryan Karis
  • Aggregate G-Buffer Anti-Aliasing in Unreal Engine 4 - Louis Bavoil, Cyril Crassin
  • genBRDF: Discovering New Analytic BRDFs with Genetic Programming - Adam Brady, Jason Lawrence, Pieter Peers, Westley Weimer
  • A Non-Parametric Factor Microfacet Model for Isotropic BRDFs - Mahdi Bagher, John Snyder, Derek Nowrouzezahrai1
  • VPL‐based Real‐Time GI  Algorithm Light Propagation Volumes - Xin Wang
  • Fast, Flexible, Physically-Based Volumetric Light Scattering - Nathan Hoobler
  • Temporal Reprojection Anti-Aliasing in INSIDE - Jon Fuglsang Pedersen
  • Artist Friendly Metallic Fresnel - Ole Gulbrandsen
  • PBR Diffuse Lighting for GGX+Smith Microsurface - Earl Hammon, Jr
  • Light Propagation Volumes in CryEngine 3 - Anton Kaplanyan
  • Real-Time Polygonal-Light Shading with Linearly Transformed Cosines - Eric Heitz, Jonathan Dupuy, Stephen Hill, David Neubelt
  • Deep G-Buffers for Stable Global Illumination Approximation - M. Mara, M. McGuire, D. Nowrouzezahrai, and D. Luebke
  • Bump Mapping Unparametrized Surfaces on the GPU - Morten S. Mikkelson
  • Global Illumination in Tom Clancy's The Division - Nikolay Stefanov
  • Neural Network Ambient Occlusion - Daniel Holden, Jun Saito, Taku Komura
  • Generalization of Lambert's Reflectance Model - Michael Oren, Shree K. Nayar
  • Real-time Global Illumination by Precomputed Local Reconstruction from Sparse Radiance Probes - Ari Silvennoinen, Jaakko Lehtinen
  • Rendering Worlds with Two Triangles with Raytracing on the GPU in 4096 Bytes - Iñigo Quilez (the demoscene even shows off in whitepapers).
  • Physically-Based Shading at Disney - Brent Burley
  • Spherical Illuminance Composition for Real-Time Indirect Illumination - David Kuri

Noise and Wavelength Synthesis

  • An Image Synthesizer - Ken Perlin (c'mon, gotta have this in here).
  • Recursive Wang Tiles for Real-Time Blue Noise - Johannes Kopf, Daniel Cohen-Or, Oliver Deussen, Dani Lischinski

Procedural Generation and Content Synthesis/Manipulation

  • Interactive Sketching of Urban Procedural Models - Gen Nishida, Ignacio Garcia-Dorado, Daniel G. Aliaga, Bedrich Benes, Adrien Bousseau
  • Time-varying Weathering in Texture Space - Rachele Bellini, Yanir Kleiman, Daniel Cohen-Or