Last changed: January 5, 2024
This is the hyperlinked bibliography of the Fourth Edition of the book Real-Time Rendering. Since many of the references have web resources associated with them, we have made this hyperlinked version of the bibliography available.
The bibliography for the online Collision Detection chapter is near the end of this page, as is that for the Real-Time Ray Tracing chapter.
These are followed by the bibliography for the online Real-Time Rendering appendices.
The First, Second, and Third Edition bibliographies are also available.
If we don't have a link or the link is dead, try Google Scholar to find papers. We mostly avoid linking to content behind paywalls, unless the page itself is useful. Chrome has a handy Google Scholar Button plug-in that makes it easier still. You can also try The Wayback Machine; just paste in the URL and see if it's been archived. Better yet, use this Chrome extension to easily see if there's an archived copy.
We link to the Amazon page for a book if there is "Look inside" information available for it. You should also search Google Books for the book, as sometimes the information you need is available there.
If you would rather choose a link at random or just feel like burning bandwidth, try this page.
- Aalto, Tatu, "Experiments with DirectX Raytracing in Remedy's Northlight Engine," Game Developers Conference, Mar. 19, 2018.
https://www.remedygames.com/experiments-with-directx-raytracing-in-remedys-northlight-engine/
- Aaltonen, Sebastian, "Modern Textureless Deferred Rendering Techniques," Beyond3D Forum, Feb. 28, 2016.
https://forum.beyond3d.com/threads/modern-textureless-deferred-rendering-techniques.57611/
- Abbas, Wasim, "Practical Analytic 2D Signed Distance Field Generation," in ACM SIGGRAPH 2016 Talks, article no. 68, July 2016.
- Abrash, Michael, Michael Abrash's Graphics Programming Black Book, Special Edition, The Coriolis Group, Inc., 1997.
http://giant.pourri.ch/Graphics%20Programming%20Black%20Book/Graphics%20Programming%20Black%20Book.pdf http://www.jagregory.com/abrash-black-book/
- Abrash, Michael, "Latency--The sine qua non of AR and VR," Ramblings in Valve Time blog, Dec. 29, 2012.
http://blogs.valvesoftware.com/abrash/down-the-vr-rabbit-hole-fixing-judder/
- Abrash, Michael, "Raster-Scan Displays: More Than Meets The Eye," Ramblings in Valve Time blog, Jan. 28, 2013.
http://blogs.valvesoftware.com/abrash/raster-scan-displays-more-than-meets-the-eye/
- Abrash, Michael, "Down the VR Rabbit Hole: Fixing Judder," Ramblings in Valve Time blog, July 26, 2013.
http://blogs.valvesoftware.com/abrash/latency-the-sine-qua-non-of-ar-and-vr/
- Abrash, Michael, "Oculus Chief Scientist Predicts the Next 5 Years of VR Technology," Road to VR website, Nov. 4, 2016.
http://www.roadtovr.com/michael-abrash-explores-next-5-years-vr-technology/
- Adams, Ansel, The Camera, Little, Brown and Company, 1980.
- Adams, Ansel, The Negative, Little, Brown and Company, 1981.
- Adams, Ansel, The Print, Little, Brown and Company, 1983.
- Adorjan, Matthias, OpenSfM: A Collaborative Structure-from-Motion System, Diploma thesis in Visual Computing, Vienna University of Technology, 2016.
https://www.cg.tuwien.ac.at/research/publications/2015/Adorjan-2015/Adorjan-2015-thesis.pdf
- Aila, Timo, and Ville Miettinen, "dPVS: An Occlusion Culling System for Massive Dynamic Environments," IEEE Computer Graphics and Applications, vol. 24, no. 2, pp. 86-97, Mar. 2004.
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.230.608&rep=rep1&type=pdf
- Aila, Timo, and Samuli Laine, "Alias-Free Shadow Maps," in Eurographics Symposium on Rendering, Eurographics Association, pp. 161-166, June 2004.
https://research.nvidia.com/sites/default/files/publications/aila2004egsr_paper.pdf
- Aila, Timo, and Samuli Laine, "Understanding the Efficiency of Ray Traversal on GPUs," High Performance Graphics, pp. 145-149, 2009.
http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/aila09_gpu_rt.pdf http://highperformancegraphics.net/previous/www_2009/presentations/aila-understanding.pdf
- Aila, Timo, Samuli Laine, and Tero Karras, "Understanding the Efficiency of Ray Traversal on GPUs--Kepler and Fermi Addendum," Technical Report NVR-2012-02, NVIDIA, 2012.
http://research.nvidia.com/sites/default/files/publications/nvr-2012-02.pdf
- Airey, John M., John H. Rohlf, and Frederick P. Brooks Jr., "Towards Image Realism with Interactive Update Rates in Complex Virtual Building Environments," ACM SIGGRAPH Computer Graphics (Symposium on Interactive 3D Graphics), vol. 24, no. 2, pp. 41-50, Mar. 1990.
http://www.cs.unc.edu/techreports/90-001.pdf
- Airey, John M., Increasing Update Rates in the Building Walkthrough System with Automatic Model-Space Subdivision and Potentially Visible Set Calculations, PhD thesis, Technical Report TR90-027, Department of Computer Science, University of North Carolina at Chapel Hill, July 1990.
http://www.cs.unc.edu/techreports/90-027.pdf
- Akeley, K., P. Haeberli, and D. Burns, tomesh.c, a C-program on the SGI Developer's Toolbox CD, 1990.
- Akeley, Kurt, and Pat Hanrahan, "Real-Time Graphics Architectures," Course CS448A Notes, Stanford University, Fall 2001.
http://graphics.stanford.edu/courses/cs448a-01-fall
- Akenine-Möller, Tomas, "Fast 3D Triangle-Box Overlap Testing," journal of graphics tools, vol. 6, no. 1, pp. 29-33, 2001.
http://fileadmin.cs.lth.se/cs/personal/tomas_akenine-moller/pubs/tribox.pdf https://www.tandfonline.com/doi/abs/10.1080/10867651.2001.10487535
- Akenine-Möller, Tomas, and Jacob Ström, "Graphics for the Masses: A Hardware Rasterization Architecture for Mobile Phones," ACM Transactions on Graphics, vol. 22, no. 3, pp. 801-808, 2003.
https://pdfs.semanticscholar.org/f39b/0c8e47a56bb8ebd355a6000a120bd64187d2.pdf
- Akenine-Möller, Tomas, and Ulf Assarsson, "On the Degree of Vertices in a Shadow Volume Silhouette," journal of graphics tools, vol. 8, no. 4, pp. 21-24, 2003.
https://www.tandfonline.com/doi/abs/10.1080/10867651.2003.10487591
- Akenine-Möller, T., and T. Aila, "Conservative and Tiled Rasterization Using a Modified Triangle Setup," journal of graphics tools, vol. 10, no. 3, pp. 1-8, 2005.
https://pdfs.semanticscholar.org/92ee/37fb6ba0c710bcc53d73ac5a893de76d4211.pdf https://www.tandfonline.com/doi/abs/10.1080/2151237X.2005.10129198
- Akenine-Möller, Tomas, and Björn Johnsson, "Performance per What?" Journal of Computer Graphics Techniques, vol. 1, no. 18, pp. 37-41, 2012.
http://jcgt.org/published/0001/01/03/
- Akenine-Möller, Tomas, "Some Notes on Graphics Hardware," Tomas Akenine-Möller webpage, Nov. 27, 2012.
http://fileadmin.cs.lth.se/cs/Personal/Tomas_Akenine-Moller/gh20121127.pdf
- Akin, Atilla, "Pushing the Limits of Realism of Materials," Maxwell Render blog, Nov. 26, 2014.
http://blog.maxwellrender.com/tips/pushing-the-limits-of-realism-of-materials/
- Alexa, Marc, "Recent Advances in Mesh Morphing," Computer Graphics Forum, vol. 21, no. 2, pp. 173-197, 2002.
https://www.cmlab.csie.ntu.edu.tw/~robin/courses/gm13/note/morphing-prn.pdf
- Alexa, M., and T. Boubekeur, "Subdivision Shading," ACM Transactions on Graphics, vol. 27, no. 5, pp. 142:1-142:3, 2008.
- Aliaga, Daniel G., and Anselmo Lastra, "Automatic Image Placement to Provide a Guaranteed Frame Rate," in SIGGRAPH '99: Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques, ACM Press/Addison-Wesley Publishing Co., pp. 307-316, Aug. 1999.
http://www.cs.upc.edu/~pere/PapersWeb/SC/AliagaLastra.pdf
- AMD, "AMD PowerTune Technology," AMD website, 2011.
https://www.amd.com/Documents/PowerTune_whitepaper_WEB.pdf
- AMD, "AMD Graphics Cores Next (GCN) Architecture," AMD website, 2012.
https://www.amd.com/Documents/GCN_Architecture_whitepaper.pdf
- AMD, "Asynchronous Shaders: Unlocking the Full Potential of the GPU," AMD website, 2015.
https://web.archive.org/web/20160312150423/http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Asynchronous-Shaders-White-Paper-FINAL.pdf
- AMD, "Radeon: Dissecting the Polaris Architecture," AMD website, 2016.
http://radeon.com/_downloads/polaris-whitepaper-4.8.16.pdf
- AMD, "Radeon's Next-Generation Vega Architecture," AMD website, 2017.
http://radeon.com/_downloads/vega-whitepaper-11.6.17.pdf
- AMD, GPUOpen, "TressFX," GitHub repository, 2017.
https://github.com/GPUOpen-Effects/TressFX
- American Society for Photogrammetry & Remote Sensing, "LAS Specification, Version 1.4--R13," asprs.org, July 15, 2013.
https://www.asprs.org/a/society/committees/standards/LAS_1_4_r13.pdf
- Anagnostou, Kostas, "How Unreal Renders a Frame," Interplay of Light blog, Oct. 24, 2017.
https://interplayoflight.wordpress.com/2017/10/25/how-unreal-renders-a-frame/amp/
- Anderson, Eric A., "Building Obduction: Cyan's Custom UE4 Art Tools," Game Developers Conference, Mar. 2016.
http://twvideo01.ubm-us.net/o1/vault/gdc2016/Presentations/Anderson_Eric_BuildingObduction.pdf
- Andersson, Johan, "Terrain Rendering in Frostbite Using Procedural Shader Splatting," SIGGRAPH Advanced Real-Time Rendering in 3D Graphics and Games course, Aug. 2007.
https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/chapter5-andersson-terrain-rendering-in-frostbite.pdf
- Andersson, Johan, and Daniel Johansson, "Shadows & Decals: D3D10 Techniques from Frostbite," Game Developers Conference, Mar. 2009.
https://web.archive.org/web/20150909062243/http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Shadows%20and%20Decals%20in%20the%20Frostbite%20Engine.pps http://www.gdcvault.com/play/1661/(100)-Advanced-Visual-Effects-with
- Andersson, Johan, "Parallel Graphics in Frostbite--Current & Future," SIGGRAPH Beyond Programmable Shading course, Aug. 2009.
http://s09.idav.ucdavis.edu/
- Andersson, Johan, "DirectX 11 Rendering in Battlefield 3," Game Developers Conference, Mar. 2011.
http://www.dice.se/news/directx-11-rendering-battlefield-3/
- Andersson, Johan, "Shiny PC Graphics in Battlefield 3," GeForce LAN, Oct. 2011.
https://www.slideshare.net/DICEStudio/shiny-pc-graphics-in-battlefield-3/32-Particle_lighting
- Andersson, Johan, "Parallel Futures of a Game Engine," Intel Dynamic Execution Environment Symposium, May 2012.
http://www.dice.se/news/parallel-futures-game-engine-2/
- Andersson, Johan, "The Rendering Pipeline--Challenges & Next Steps," SIGGRAPH Open Problems in Real-Time Rendering course, Aug. 2015.
https://www.slideshare.net/repii/the-rendering-pipeline-challenges-next-steps
- Andersson, Johan, and Colin Barré-Brisebois, "Shiny Pixels and Beyond: Real-Time Raytracing at SEED," Game Developers Conference, Mar. 2018.
https://www.ea.com/seed/news/seed-gdc-2018-presentation-slides-shiny-pixels
- Andersson, M., J. Hasselgren, R. Toth, and T. Akenine-Möller, "Adaptive Texture Space Shading for Stochastic Rendering," Computer Graphics Forum, vol. 33, no. 2, pp. 341-350, 2014.
https://pdfs.semanticscholar.org/c187/9a382bae47dab81a2a44a3019a8e18e92fc5.pdf
- Andersson, Magnus, Algorithmic Improvements for Stochastic Rasterization & Depth Buffering, PhD thesis, Lund University, Oct. 2015.
https://lup.lub.lu.se/search/publication/3a3dec14-811b-41ad-a424-242a8ab5dd46
- Andersson, M., J. Hasselgren, and T. Akenine-Möller, "Masked Depth Culling for Graphics Hardware," ACM Transactions on Graphics, vol. 34, no. 6, pp. 188:1-188:9, 2015.
- Andreev, Dmitry, "Real-Time Frame Rate Up-Conversion for Video Games," in ACM SIGGRAPH 2010 Talks, ACM, article no. 16, July 2010.
http://and.intercon.ru/releases/talks/rtfrucvg/ http://and.intercon.ru/rtfrucvg_html_slides/
- Andreev, Dmitry, "Anti-Aliasing from a Different Perspective," Game Developers Conference, Mar. 2011.
http://iryoku.com/aacourse/downloads/12-Anti-Aliasing-from-a-Different-Perspective-(DLAA).pdf
- Anguelov, Bobby, "DirectX10 Tutorial 10: Shadow Mapping Part 2," Taking Initiative blog, May 25, 2011.
https://takinginitiative.wordpress.com/2011/05/25/directx10-tutorial-10-shadow-mapping-part-2/
- Annen, Thomas, Jan Kautz, Frédo Durand, and Hans-Peter Seidel, "Spherical Harmonic Gradients for Mid-Range Illumination," in Proceedings of the Fifteenth Eurographics Conference on Rendering Techniques, Eurographics Association, pp. 331-336, June 2004.
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.127.6952&rep=rep1&type=pdf
- Annen, Thomas, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, and Jan Kautz, "Convolution Shadow Maps," in Proceedings of the 18th Eurographics Conference on Rendering Techniques, Eurographics Association, pp. 51-60, June 2007.
https://pdfs.semanticscholar.org/ffbf/40c1b60997917c4c7e4b40563610a34a34b3.pdf
- Annen, Thomas, Tom Mertens, Hans-Peter Seidel, Eddy Flerackers, and Jan Kautz, "Exponential Shadow Maps," in Graphics Interface 2008, Canadian Human-Computer Communications Society, pp. 155-161, May 2008.
https://pdfs.semanticscholar.org/9bfb/a4cf4102deeaac9671a1c4d0c0c8f0e99d0c.pdf
- Annen, Thomas, Zhao Dong, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, and Jan Kautz, "Real-Time, All-Frequency Shadows in Dynamic Scenes," ACM Transactions on Graphics, vol. 27, no. 3, article no. 34, Aug. 2008.
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.152.7245&rep=rep1&type=pdf
- Ansari, Marwan Y., "Image Effects with DirectX 9 Pixel Shaders," in Wolfgang Engel, ed., ShaderX2: Shader Programming Tips and Tricks with DirectX 9, pp. 481-518, Wordware, 2004.
http://www.realtimerendering.com/resources/shaderx/
- Answer, James, "Fast and Flexible: Technical Art and Rendering for The Unknown," Game Developers Conference, Mar. 2016.
https://drive.google.com/file/d/0B8U5MJ4Ll3Eid0w4S3NvZDNzNXM/view https://www.youtube.com/watch?v=ClRtgeUsdOg
- Antoine, François, Ryan Brucks, Brian Karis, and Gavin Moran, "The Boy, the Kite and the 100 Square Mile Real-Time Digital Backlot," in ACM SIGGRAPH 2015 Talks, ACM, article no. 20, Aug. 2015.
- Antonio, Franklin, "Faster Line Segment Intersection," in David Kirk, ed., Graphics Gems III, pp. 199-202, Academic Press, 1992.
http://www.graphicsgems.org https://smile.amazon.com/Graphics-Gems-3-IBM-Version/dp/0124096735
- Antonov, Michael, "Asynchronous Timewarp Examined," Oculus Developer Blog, Mar. 3, 2015.
https://developer3.oculus.com/blog/asynchronous-timewarp-examined/
- Apodaca, Anthony A., and Larry Gritz, Advanced RenderMan: Creating CGI for Motion Pictures, Morgan Kaufmann, 1999.
https://smile.amazon.com/Advanced-RenderMan-Creating-Pictures-Kaufmann/dp/1558606181
- Apodaca, Anthony A., "How PhotoRealistic RenderMan Works," in Advanced RenderMan: Creating CGI for Motion Pictures, Morgan Kaufmann, Chapter 6, 1999. Also in SIGGRAPH Advanced RenderMan 2: To RI_INFINITY and Beyond course, July 2000.
http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/advancedprman_ch6.pdf https://smile.amazon.com/Advanced-RenderMan-Creating-Pictures-Kaufmann/dp/1558606181
- Apple, "ARKit," Apple developer website.
https://developer.apple.com/documentation/arkit?language=objc
- Apple, "OpenGL ES Programming Guide for iOS," Apple developer website.
https://developer.apple.com/library/content/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Introduction/Introduction.html
- de Araújo, B. R., D. S. Lopes, P. Jepp, J. A. Jorge, and B. Wyvill, "A Survey on Implicit Surface Polygonization," ACM Computing Surveys, vol. 47, no. 4, pp. 60:1-60:39, 2015.
http://webhome.cs.uvic.ca/~blob/publications/survey.pdf
- Arge, Lars, Gerth Stølting Brodal, and Rolf Fagerberg, "Cache-Oblivious Data Structures," in Dinesh P. Mehta and Sartaj Sahni, eds., Handbook of Data Structures and Applications, Second Edition, Chapman and Hall/CRC Press, Chapter 35, 2018.
https://smile.amazon.com/Handbook-Structures-Applications-Computer-Information/dp/149870185X
- ARM Limited, "ARM® Mali™ Application Developer Best Practices, Version 1.0," ARM documentation, Feb. 27, 2017.
https://static.docs.arm.com/100019/0100/arm_mali_application_developer_best_practices_developer_guide_100019_0100_00_en2.pdf
- Arvo, James, "A Simple Method for Box-Sphere Intersection Testing," in Andrew S. Glassner, ed., Graphics Gems, Academic Press, pp. 335-339, 1990.
http://www.graphicsgems.org https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663
- Arvo, James, "Ray Tracing with Meta-Hierarchies," SIGGRAPH Advanced Topics in Ray Tracing course, Aug. 1990.
http://www.cs.caltech.edu/~arvo/papers.html
- Arvo, James, ed., Graphics Gems II, Academic Press, 1991.
http://www.graphicsgems.org https://smile.amazon.com/Graphics-Gems-II-IBM-No/dp/0120644819
- Arvo, James, "The Irradiance Jacobian for Partially Occluded Polyhedral Sources," in SIGGRAPH '94: Proceedings of the 21st Annual Conference on Computer Graphics and Interactive Techniques, ACM, pp. 343-350, July 1994.
https://www.graphics.cornell.edu/pubs/1994/Arv94.pdf
- Arvo, James, "Applications of Irradiance Tensors to the Simulation of non-Lambertian Phenomena," in SIGGRAPH '95: Proceedings of the 22nd Annual Conference on Computer Graphics and Interactive Techniques, ACM, pp. 335-342, Aug. 1995.
http://www.cs.virginia.edu/~jdl/bib/appearance/analytic%20models/arvo95.pdf
- Asanovic, Krste, et al., "The Landscape of Parallel Computing Research: A View from Berkeley," Technical Report No. UCB/EECS-2006-183, EECS Department, University of California, Berkeley, 2006.
https://www2.eecs.berkeley.edu/Pubs/TechRpts/2006/EECS-2006-183.pdf
- Ashdown, Ian, Radiosity: A Programmer's Perspective, John Wiley & Sons, Inc., 1994.
https://www.researchgate.net/profile/Ian_Ashdown/publication/220690300_Radiosity_-_a_programmer's_perspective/links/0912f4ff5f5eb42776000000/Radiosity-a-programmers-perspective.pdf
- Ashikhmin, Michael, and Peter Shirley, "An Anisotropic Phong Light Reflection Model," Technical Report UUCS-00-014, Computer Science Department, University of Utah, June 2000.
http://www.cs.utah.edu/docs/techreports/2000/pdf/UUCS-00-014.pdf
- Ashikhmin, Michael, Simon Premoze, and Peter Shirley, "A Microfacet-Based BRDF Generator," in SIGGRAPH '00: Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques, ACM Press/Addison-Wesley Publishing Co., pp. 67-74, July 2000.
http://www.cs.utah.edu/~michael/brdfs/facets.pdf
- Ashikhmin, Michael, "Microfacet-Based BRDFs," SIGGRAPH State of the Art in Modeling and Measuring of Surface Reflection course, Aug. 2001.
- Ashikhmin, Michael, Abhijeet Ghosh, "Simple Blurry Reflections with Environment Maps," journal of graphics tools, vol. 7, no. 4, pp. 3-8, 2002.
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.14.1070&rep=rep1&type=pdf https://www.tandfonline.com/doi/abs/10.1080/10867651.2002.10487566
- Ashikhmin, Michael, and Simon Premoze, "Distribution-Based BRDFs," Technical Report, 2007.
http://www.cs.utah.edu/~premoze/dbrdf
- Asirvatham, Arul, and Hugues Hoppe, "Terrain Rendering Using GPU-Based Geometry Clipmaps," in Matt Pharr, ed., GPU Gems 2, Addison-Wesley, pp. 27-45, 2005.
https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter02.html http://hhoppe.com/
- Assarsson, Ulf, and Tomas Möller, "Optimized View Frustum Culling Algorithms for Bounding Boxes," journal of graphics tools, vol. 5, no. 1, pp. 9-22, 2000.
http://www.cse.chalmers.se/~uffe/vfc.pdf
- Atanasov, Asen, and Vladimir Koylazov, "A Practical Stochastic Algorithm for Rendering Mirror-Like Flakes," in ACM SIGGRAPH 2016 Talks, article no. 67, July 2016.
https://www.researchgate.net/publication/305455468_A_practical_stochastic_algorithm_for_rendering_mirror-like_flakes
- Austin, Michael, "Voxel Surfing," Game Developers Conference, Mar. 2016.
http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Austin_Michael_VoxelSurfing.pdf http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Austin_Michael_VoxelSurfing.pptx
- Bærentzen, J. Andreas, Steen Lund Nielsen, Mikkel Gjøl, and Bent D. Larsen, "Two Methods for Antialiased Wireframe Drawing with Hidden Line Removal," in SCCG '08 Proceedings of the 24th Spring Conference on Computer Graphics, ACM, pp. 171-177, Apr. 2008.
http://www2.imm.dtu.dk/~jab/Wireframe/ http://orbit.dtu.dk/fedora/objects/orbit:55459/datastreams/file_3735323/content
- Baert, J., A. Lagae, and Ph. Dutré, "Out-of-Core Construction of Sparse Voxel Octrees," Computer Graphics Forum, vol. 33, no. 6, pp. 220-227, 2014.
http://graphics.cs.kuleuven.be/publications/BLD14OCCSVO/BLD14OCCSVO_paper.pdf
- Bagnell, Dan, "Graphics Tech in Cesium--Vertex Compression," Cesium blog, May 18, 2015.
https://cesium.com/blog/2015/05/18/vertex-compression/
- Bahar, E., and S. Chakrabarti, "Full-Wave Theory Applied to Computer-Aided Graphics for 3D Objects," IEEE Computer Graphics and Applications, vol. 7, no. 7, pp. 46-60, July 1987.
- Bahnassi, Homam, and Wessam Bahnassi, "Volumetric Clouds and Mega-Particles," in Wolfgang Engel, ed., ShaderX5, Charles River Media, pp. 295-302, 2006.
https://www.youtube.com/watch?v=UYZl4kgIpiA
- Baker, Dan, "Advanced Lighting Techniques," Meltdown 2005, July 2005.
https://www.slideshare.net/mobius.cn/advanced-lighting-techniques-dan-baker-meltdown-2005
- Baker, Dan, and Yannis Minadakis, "Firaxis' Civilization V: A Case Study in Scalable Game Performance," Game Developers Conference, Mar. 2010.
http://www.gdcvault.com/play/1012192/Firaxis-Civilization-V-A-Case
- Baker, Dan, "Spectacular Specular--LEAN and CLEAN Specular Highlights," Game Developers Conference, Mar. 2011.
http://twvideo01.ubm-us.net/o1/vault/gdc2011/slides/Dan_Baker_SpectacularSpecular.ppt
- Baker, Dan, "Object Space Lighting," Game Developers Conference, Mar. 2016.
http://www.oxidegames.com/2016/03/19/object-space-lighting-following-film-rendering-2-decades-later-in-real-time/ http://giant.pourri.ch/Best%20Papers/Object%20Space%20Lighting.pdf
- Bako, Steve, Thijs Vogels, Brian McWilliams, Mark Meyer, Jan Novák, Alex Harvill, Pradeep Sen, Tony DeRose, and Fabrice Rousselle, "Kernel-Predicting Convolutional Networks for Denoising Monte Carlo Renderings," ACM Transactions on Graphics, vol. 36, no. 4, article no. 97, 2017.
https://www.ece.ucsb.edu/~psen/Papers/SIGGRAPH17_KPCN_LoRes.pdf
- Baldwin, Doug, and Michael Weber, "Fast Ray-Triangle Intersections by Coordinate Transformation," Journal of Computer Graphics Techniques, vol. 5, no. 3, pp. 39-49, 2016.
http://jcgt.org/published/0005/03/03/
- Balestra, C., and P.-K. Engstad, "The Technology of Uncharted: Drake's Fortune," Game Developers Conference, Mar. 2008.
http://aniz.tistory.com/attachment/cfile8.uf@123EAC554DA27B2922903F.pdf
- Banks, David, "Illumination in Diverse Codimensions," in SIGGRAPH '94: Proceedings of the 21st Annual Conference on Computer Graphics and Interactive Techniques, ACM, pp. 327-334, July 1994.
http://www.cs.virginia.edu/~mjh7v/bib/Banks94.pdf
- Barb, C., "Texture Streaming in Titanfall 2," Game Developers Conference, Feb.-Mar. 2017.
https://www.gdcvault.com/play/1024418/Efficient-Texture-Streaming-in-Titanfall
- Barber, C. B., D. P. Dobkin, and H. Huhdanpaa, "The Quickhull Algorithm for Convex Hull," Technical Report GCG53, Geometry Center, July 1993.
https://www.researchgate.net/profile/Hannu_Huhdanpaa/publication/242414606_The_Quickhull_Algorithm_for_Convex_Hulls/links/54e5f6970cf2bff5a4f1e7db.pdf
- Barequet, G., and G. Elber, "Optimal Bounding Cones of Vectors in Three Dimensions," Information Processing Letters, vol. 93, no. 2, pp. 83-89, 2005.
http://www.cs.technion.ac.il/cggc/files/gallery-pdfs/Barequet-1.pdf
- Barkans, Anthony C., "Color Recovery: True-Color 8-Bit Interactive Graphics," IEEE Computer Graphics and Applications, vol. 17, no. 1, pp. 67-77, Jan./Feb. 1997.
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