Real-Time Rendering, 4th Edition Bibliography

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.

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  1. 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/
  2. Aaltonen, Sebastian, "Modern Textureless Deferred Rendering Techniques," Beyond3D Forum, Feb. 28, 2016.
    https://forum.beyond3d.com/threads/modern-textureless-deferred-rendering-techniques.57611/
  3. Abbas, Wasim, "Practical Analytic 2D Signed Distance Field Generation," in ACM SIGGRAPH 2016 Talks, article no. 68, July 2016.
  4. 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/
  5. 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/
  6. 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/
  7. 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/
  8. 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/
  9. Adams, Ansel, The Camera, Little, Brown and Company, 1980.
  10. Adams, Ansel, The Negative, Little, Brown and Company, 1981.
  11. Adams, Ansel, The Print, Little, Brown and Company, 1983.
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. Akeley, K., P. Haeberli, and D. Burns, tomesh.c, a C-program on the SGI Developer's Toolbox CD, 1990.
  20. Akeley, Kurt, and Pat Hanrahan, "Real-Time Graphics Architectures," Course CS448A Notes, Stanford University, Fall 2001.
    http://graphics.stanford.edu/courses/cs448a-01-fall
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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/
  26. 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
  27. 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/
  28. 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
  29. Alexa, M., and T. Boubekeur, "Subdivision Shading," ACM Transactions on Graphics, vol. 27, no. 5, pp. 142:1-142:3, 2008.
  30. 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
  31. AMD, "AMD PowerTune Technology," AMD website, 2011.
    https://www.amd.com/Documents/PowerTune_whitepaper_WEB.pdf
  32. AMD, "AMD Graphics Cores Next (GCN) Architecture," AMD website, 2012.
    https://www.amd.com/Documents/GCN_Architecture_whitepaper.pdf
  33. 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
  34. AMD, "Radeon: Dissecting the Polaris Architecture," AMD website, 2016.
    http://radeon.com/_downloads/polaris-whitepaper-4.8.16.pdf
  35. AMD, "Radeon's Next-Generation Vega Architecture," AMD website, 2017.
    http://radeon.com/_downloads/vega-whitepaper-11.6.17.pdf
  36. AMD, GPUOpen, "TressFX," GitHub repository, 2017.
    https://github.com/GPUOpen-Effects/TressFX
  37. 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
  38. 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/
  39. 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
  40. 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
  41. 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
  42. Andersson, Johan, "Parallel Graphics in Frostbite--Current & Future," SIGGRAPH Beyond Programmable Shading course, Aug. 2009.
    http://s09.idav.ucdavis.edu/
  43. Andersson, Johan, "DirectX 11 Rendering in Battlefield 3," Game Developers Conference, Mar. 2011.
    http://www.dice.se/news/directx-11-rendering-battlefield-3/
  44. 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
  45. 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/
  46. 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
  47. 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
  48. 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
  49. 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
  50. 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.
  51. 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/
  52. 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
  53. 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/
  54. 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
  55. 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
  56. 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
  57. 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
  58. 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/
  59. 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
  60. 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.
  61. 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
  62. Antonov, Michael, "Asynchronous Timewarp Examined," Oculus Developer Blog, Mar. 3, 2015.
    https://developer3.oculus.com/blog/asynchronous-timewarp-examined/
  63. 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
  64. 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
  65. Apple, "ARKit," Apple developer website.
    https://developer.apple.com/documentation/arkit?language=objc
  66. Apple, "OpenGL ES Programming Guide for iOS," Apple developer website.
    https://developer.apple.com/library/content/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Introduction/Introduction.html
  67. 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
  68. 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
  69. ARM Limited, "ARM® Mali™ Application Developer Best Practices, Version 1.0," ARM documentation, Feb. 27, 2017.
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  70. 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
  71. Arvo, James, "Ray Tracing with Meta-Hierarchies," SIGGRAPH Advanced Topics in Ray Tracing course, Aug. 1990.
    http://www.cs.caltech.edu/~arvo/papers.html
  72. Arvo, James, ed., Graphics Gems II, Academic Press, 1991.
    http://www.graphicsgems.org
    https://smile.amazon.com/Graphics-Gems-II-IBM-No/dp/0120644819
  73. 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
  74. 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
  75. 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.
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  76. Ashdown, Ian, Radiosity: A Programmer's Perspective, John Wiley & Sons, Inc., 1994.
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  77. 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
  78. 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
  79. Ashikhmin, Michael, "Microfacet-Based BRDFs," SIGGRAPH State of the Art in Modeling and Measuring of Surface Reflection course, Aug. 2001.
  80. 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
  81. Ashikhmin, Michael, and Simon Premoze, "Distribution-Based BRDFs," Technical Report, 2007.
    http://www.cs.utah.edu/~premoze/dbrdf
  82. 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.
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    http://hhoppe.com/
  83. 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
  84. 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
  85. Austin, Michael, "Voxel Surfing," Game Developers Conference, Mar. 2016.
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    http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Austin_Michael_VoxelSurfing.pptx
  86. 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.
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  87. 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.
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  88. Bagnell, Dan, "Graphics Tech in Cesium--Vertex Compression," Cesium blog, May 18, 2015.
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  89. 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.
  90. Bahnassi, Homam, and Wessam Bahnassi, "Volumetric Clouds and Mega-Particles," in Wolfgang Engel, ed., ShaderX5, Charles River Media, pp. 295-302, 2006.
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  91. Baker, Dan, "Advanced Lighting Techniques," Meltdown 2005, July 2005.
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  92. 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
  93. 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
  94. Baker, Dan, "Object Space Lighting," Game Developers Conference, Mar. 2016.
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    http://giant.pourri.ch/Best%20Papers/Object%20Space%20Lighting.pdf
  95. 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
  96. 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/
  97. 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
  98. 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
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  1939. Xu, Kun, Yun-Tao Jia, Hongbo Fu, Shimin Hu, and Chiew-Lan Tai, "Spherical Piecewise Constant Basis Functions for All-Frequency Precomputed Radiance Transfer," IEEE Transactions on Visualization and Computer Graphics, vol. 14, no. 2, pp. 454-467, Mar.-Apr. 2008.
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  1940. Xu, Kun, Wei-Lun Sun, Zhao Dong, Dan-Yong Zhao, Run-Dong Wu, and Shi-Min Hu, "Anisotropic Spherical Gaussians," ACM Transactions on Graphics, vol. 32, no. 6, pp. 209:1-209:11, 2013.
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  1941. Yan, Ling-Qi, and Hasan, Milos, Wenzel Jakob, Jason Lawrence, Steve Marschner, and Ravi Ramamoorthi, "Rendering Glints on High-Resolution Normal-Mapped Specular Surfaces," ACM Transactions on Graphics (SIGGRAPH 2014), vol. 33, no. 4, pp. 116:1-116:9, July 2014.
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  1942. Yan, Ling-Qi, Milos Hasan, Steve Marschner, and Ravi Ramamoorthi, "Position-Normal Distributions for Efficient Rendering of Specular Microstructure," ACM Transactions on Graphics (SIGGRAPH 2016), vol. 35, no. 4, pp. 56:1-56:9, July 2016.
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  1943. Yang, Baoguang, Zhao Dong, Jieqing Feng, Hans-Peter Seidel, and Jan Kautz, "Variance Soft Shadow Mapping," Computer Graphics Forum, vol. 29, no. 7, pp. 2127-2134, 2010.
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  1944. Yang, Lei, Pedro V. Sander, and Jason Lawrence, "Geometry-Aware Framebuffer Level of Detail," in Proceedings of the Nineteenth Eurographics Symposium on Rendering, Eurographics Association, pp. 1183-1188, June 2008.
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  1945. Yang, L., Y.-C. Tse, P. Sander, J. Lawrence, D. Nehab, H. Hoppe, and C. Wilkins, "Image-Space Bidirectional Scene Reprojection," ACM Transactions on Graphics, vol. 30, no. 6, pp. 150:1-150:10, 2011.
    http://hhoppe.com
  1946. Yang, L., and H. Bowles, "Accelerating Rendering Pipelines Using Bidirectional Iterative Reprojection," SIGGRAPH Advances in Real-Time Rendering in Games course, Aug. 2012.
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  1947. Ylitie, Henri, Tero Karras, and Samuli Laine, "Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs," High Performance Graphics, article no. 4, July 2017.
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  1948. Yoon, Sung-Eui, Peter Lindstrom, Valerio Pascucci, and Dinesh Manocha, "Cache-Oblivious Mesh Layouts," ACM Transactions on Graphics, vol. 24, no. 3, pp. 886-893, July 2005.
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  1949. Yoon, Sung-Eui, and Dinesh Manocha, "Cache-Efficient Layouts of Bounding Volume Hierarchies," Computer Graphics Forum, vol. 25, no. 3, pp. 853-857, 2006.
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  1950. Yoon, Sung-Eui, Sean Curtis, and Dinesh Manocha, "Ray Tracing Dynamic Scenes using Selective Restructuring," EGSR Proceedings of the 18th Eurographics Conference on Rendering Techniques, pp. 73-84, 2007.
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  1951. Yoshida, Akiko, Matthias Ihrke, Rafał Mantiuk, and Hans-Peter Seidel, "Brightness of the Glare Illusion," Proceeding of the 5th Symposium on Applied Perception in Graphics and Visualization, ACM, pp. 83-90, Aug. 2008.
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  1952. Yu, X., R. Wang, and J. Yu, "Real-Time Depth of Field Rendering via Dynamic Light Field Generation and Filtering," Computer Graphics Forum, vol. 29, no. 7, pp. 2009-2107, 2010.
    https://www.eecis.udel.edu/~jye/lab_research/10/pgdof.pdf
  1953. Yuksel, Cem, and John Keyser, "Deep Opacity Maps," Computer Graphics Forum, vol. 27, no. 2, pp. 675-680, 2008.
    http://www.cemyuksel.com/research/deepopacity/
  1954. Yuksel, Cem, and Sara Tariq, SIGGRAPH Advanced Techniques in Real-Time Hair Rendering and Simulation course, July 2010.
    http://www.cemyuksel.com/courses/conferences/siggraph2010-hair/
  1955. Yuksel, Cem, "Mesh Color Textures," in High Performance Graphics 2017, Eurographics Association, pp. 17:1-17:11, 2017.
    http://www.cemyuksel.com/research/meshcolors/mesh_color_textures.pdf
  1956. Yusov, E., "Real-Time Deformable Terrain Rendering with DirectX 11," in Wolfgang Engel, ed., ShaderX3, Charles River Media, pp. 13-39, 2004.
    http://nedrilad.com/Tutorial/topic-69/GPU-Pro3-Advanced-Rendering-Techniques-30.html
  1957. Yusov, Egor, "Outdoor Light Scattering," Game Developers Conference, Mar. 2013.
    https://software.intel.com/en-us/blogs/2013/06/26/outdoor-light-scattering-sample
  1958. Yusov, Egor, "Practical Implementation of Light Scattering Effects Using Epipolar Sampling and 1D Min/Max Binary Trees," Game Developers Conference, Mar. 2013.
    https://www.gdcvault.com/play/1018227/Practical-Implementation-of-Light-Scattering
  1959. Yusov, Egor, "High-Performance Rendering of Realistic Cumulus Clouds Using Pre-computed Lighting," in Proceedings of the Eurographics / ACM SIGGRAPH Symposium on High Performance Graphics, Eurographics Association, pp. 127-136, Aug. 2014.
    https://pdfs.semanticscholar.org/0a58/7b387059d66ef1ec2a78ab43fdfd734ae124.pdf
  1960. Zakarin, Jordan, "How The Jungle Book Made Its Animals Look So Real with Groundbreaking VFX," Inverse.com, Apr. 15, 2016.
    https://www.inverse.com/article/14351-how-the-jungle-book-made-its-animals-look-so-real-with-groundbreaking-vfx
  1961. Zarge, Jonathan, and Richard Huddy, "Squeezing Performance out of Your Game with ATI Developer Performance Tools and Optimization Techniques," Game Developers Conference, Mar. 2006.
    https://developer.amd.com/wordpress/media/2012/10/GDC06-ATI_Session-Zarge-PerfTools.pdf
  1962. Zhang, Fan, Hanqiu Sun, Leilei Xu, and Kit-Lun Lee, "Parallel-Split Shadow Maps for Large-Scale Virtual Environments," in Proceedings of the 2006 ACM International Conference on Virtual Reality Continuum and Its Applications, ACM, pp. 311-318, June 2006.
    https://www.researchgate.net/profile/Hanqiu_Sun/publication/220805307_Parallel-split_shadow_maps_for_large-scale_virtual_environments/links/02e7e524119c5377c9000000/Parallel-split-shadow-maps-for-large-scale-virtual-environments.pdf
  1963. Zhang, Fan, Hanqiu Sun, and Oskari Nyman, "Parallel-Split Shadow Maps on Programmable GPUs," in Hubert Nguyen, ed., GPU Gems 3, Addison-Wesley, pp. 203-237, 2007.
    https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch10.html
  1964. Zhang, Fan, Alexander Zaprjagaev, and Allan Bentham, "Practical Cascaded Shadow Maps," in Wolfgang Engel, ed., ShaderX7, Charles River Media, pp. 305-329, 2009.
  1965. Zhang, Hansong, Effective Occlusion Culling for the Interactive Display of Arbitrary Models, PhD thesis, Department of Computer Science, University of North Carolina at Chapel Hill, July 1998.
    https://www.cs.unc.edu/~zhangh/dissertation.pdf
  1966. Zhang, Long, Qian Sun, and Ying He, "Splatting Lines: An Efficient Method for Illustrating 3D Surfaces and Volumes," in Proceedings of the 18th Meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, ACM, pp. 135-142, Mar. 2014.
  1967. Zhao, Guangyuan, and Xianming Sun, "Error Analysis of Using Henyey-Greensterin in Monte Carlo Radiative Transfer Simulations," Electromagnetics Research Symposium, Mar. 2010.
    https://www.researchgate.net/publication/292850353_Error_analysis_of_using_henyey-greensterin_in_Monte_Carlo_radiative_transfer_simulations
  1968. Zhdan, Dmitry, "Tiled Shading: Light Culling--Reaching the Speed of Light," Game Developers Conference, Mar. 2016.
    http://twvideo01.ubm-us.net/o1/vault/gdc2016/Presentations/Zhdan_Sjoholm_Light_culling_MGPU.pdf
  1969. Zhou, Kun, Yaohua Hu, Stephen Lin, Baining Guo, and Heung-Yeung Shum, "Precomputed Shadow Fields for Dynamic Scenes," ACM Transactions on Graphics (SIGGRAPH 2005), vol. 24, no. 3, pp. 1196-1201, 2005.
    http://research.microsoft.com/users/kunzhou/publications/ShadowFields.pdf
  1970. Zhukov, Sergei, Andrei Iones, and Grigorij Kronin, "An Ambient Light Illumination Model," in Rendering Techniques '98, Springer, pp. 45-56, June-July 1998.
  1971. Zink, Jason, Matt Pettineo, and Jack Hoxley, Practical Rendering & Computation with Direct3D 11, CRC Press, 2011.
    https://smile.amazon.com/Practical-Rendering-Computation-Direct3D-11/dp/1568817207
    https://books.google.com/books/about/Practical_Rendering_and_Computation_with.html?id=KfrRBQAAQBAJ
    https://www.crcpress.com/Practical-Rendering-and-Computation-with-Direct3D-11/Zink-Pettineo-Hoxley/p/book/9781568817200
  1972. Zinke, Arno, Cem Yuksel, Weber Andreas, and John Keyser, "Dual Scattering Approximation for Fast Multiple Scattering in Hair," ACM Transactions on Graphics (SIGGRAPH 2008), vol. 27, no. 3, pp. 1-10, 2008.
    https://www.researchgate.net/profile/Andreas_Weber4/publication/220184632_Dual_scattering_approximation_for_fast_multiple_scattering_in_hair/links/09e415118ff9bb82a1000000/Dual-scattering-approximation-for-fast-multiple-scattering-in-hair.pdf
  1973. Zioma, Renaldas, "Better Geometry Batching Using Light Buffers," in Wolfgang Engel, ed., ShaderX4, Charles River Media, pp. 5-16, 2005.
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Collision Detection Bibliography

This is the hyperlinked bibliography for the online Collision Detection chapter of the Fourth Edition of the book Real-Time Rendering.

  1. Apetrei, Ciprian, "Fast and Simple Agglomerative LBVH Construction," Computer Graphics and Visual Computing, 2014.
    https://figshare.com/articles/Fast_and_Simple_Agglomerative_LBVH_Construction/1169728
  2. Baraff, D., "Curved Surfaces and Coherence for Non-Penetrating Rigid Body Simulation," Computer Graphics (SIGGRAPH '90 Proceedings), vol. 24, no. 4, pp. 19-28, Aug. 1990.
    https://www.ri.cmu.edu/pub_files/pub1/baraff_david_1990_1/baraff_david_1990_1.pdf
  3. Baraff, D., Dynamic Simulation of Non-Penetrating Rigid Bodies, PhD thesis, Technical Report 92-1275, Computer Science Department, Cornell University, 1992.
    https://ecommons.cornell.edu/handle/1813/7115
    https://www.cs.cmu.edu/~baraff/papers/sig92.pdf
  4. Barzel, Ronen, ed., Graphics Tools--The jgt Editors' Choice, A K Peters, Ltd., 2005.
    https://smile.amazon.com/Graphics-Tools-jgt-Editors-Choice/dp/1568812469
  5. van den Bergen, G., "Efficient Collision Detection of Complex Deformable Models Using AABB Trees," journal of graphics tools, vol. 2, no. 4, pp. 1-13, 1997. Also collected in reference #4.
    https://www.tandfonline.com/doi/abs/10.1080/10867651.1997.10487480
    https://smile.amazon.com/Graphics-Tools-jgt-Editors-Choice/dp/1568812469
  6. van den Bergen, G., "A Fast and Robust GJK Implementation for Collision Detection of Convex Objects," journal of graphics tools, vol. 4, no. 2, pp. 7-25, 1999.
    https://www.tandfonline.com/doi/abs/10.1080/10867651.1999.10487502
  7. van den Bergen, Gino, Collision Detection in Interactive 3D Computer Animation, PhD thesis, Eindhoven University of Technology, 1999.
    https://pure.tue.nl/ws/files/1602071/9900696.pdf
  8. van den Bergen, Gino, "Proximity Queries and Penetration Depth Computation on 3D Game Objects," Game Developers Conference, pp. 821-837, Mar. 2001.
    https://pdfs.semanticscholar.org/b898/0c280a1b74fff3c4716ef404105be6771c53.pdf
  9. van den Bergen, Gino, Collision Detection in Interactive 3D Environments, Morgan Kaufmann, 2003.
    https://smile.amazon.com/Collision-Detection-Interactive-Environments-Technology/dp/155860801X
  10. van den Bergen, Gino, "Physics for Game Programmers," Game Developers Conference, Mar. 2012.
    http://twvideo01.ubm-us.net/o1/vault/gdc2012/slides/Programming%20Track/vandenBergen_Gino_Physics_Tutorial_Collision.pdf
  11. Bobic, Nick, "Advanced Collision Detection Techniques," Gamasutra, Mar. 2000.
    https://www.gamasutra.com/view/feature/131598/advanced_collision_detection_.php
  12. Cameron, S., "Enhancing GJK: Computing Minimum and Penetration Distance between Convex Polyhedra," in Proceedings of International Conference on Robotics and Automation, IEEE Computer Society, pp. 3112-3117, 1997.
    https://www.researchgate.net/profile/Stephen_Cameron/publication/2742970_Enhancing_GJK_Computing_Minimum_and_Penetration_Distances_between_Convex_Polyhedra/links/541b43bc0cf25ebee98a24b6.pdf
  13. Catto, Erin, "Computing Distance," Game Developers Conference, Mar. 2010.
    http://box2d.org/downloads/
  14. Catto, Erin, "Continuous Collision," Game Developers Conference, Mar. 2013.
    http://box2d.org/downloads/
  15. Catto, Erin, "Understanding Constraints," Game Developers Conference, Mar. 2014.
    http://box2d.org/downloads/
  16. Cohen, Jonathan D., Ming C. Lin, Dinesh Manocha, and Madhave Ponamgi, "I-COLLIDE: An Interactive and Exact Collision Detection System for Large-Scaled Environments," Symposium on Interactive 3D Graphics, pp. 189-196, 1995.
    http://www.cs.unc.edu/~geom
  17. Di Donato, Daniele, "Implementing a GPU-Only Particles Collision System with ASTC 3D Textures and OpenGL ES 3.0," in Wolfgang Engel, ed., GPU Pro6, CRC Press, pp. 369-385, 2015.
    https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1482264617
  18. Dingliana, John, and Carol O'Sullivan, "Graceful Degradation of Collision Handling in Physically Based Animation," Computer Graphics Forum, vol. 19, no. 3, pp. 239-247, 2000.
    http://kucg.korea.ac.kr/seminar/2001/src/PA-01-31.pdf
  19. Dingliana, John, and Carol O'Sullivan, "Collisions and Adaptive Level of Detail," Visual Proceedings (SIGGRAPH 2001), p. 156, Aug. 2001.
    http://isg.cs.tcd.ie/cosulliv/Pubs/sketch01John.pdf
  20. Eberly, David, "Testing for Intersection of Convex Objects: The Method of Separating Axes," Technical Report, Magic Software, 2001.
    http://www.geometrictools.com
  21. Eberly, David, Game Physics, Morgan Kaufmann, 2003.
    http://www.geometrictools.com
    https://smile.amazon.com/Game-Physics-David-H-Eberly/dp/0123749034
  22. Eberly, David, 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics, Second Edition, Morgan Kaufmann, 2006.
    http://www.geometrictools.com/
    https://smile.amazon.com/Game-Engine-Design-Interactive-Technology/dp/0122290631
  23. Ehmann, Stephen A., and Ming C. Lin, "Accelerated Proximity Queries Between Convex Polyhedra Using Multi-Level Voronoi Marching," in IEEE/RSJ International Conference on Intelligent Robots and Systems 2000, IEEE Press, pp. 2101-2106, 2000.
    http://www.cs.unc.edu/~geom/SWIFT
  24. Ehmann, Stephen A., and Ming C. Lin, "Accurate and Fast Proximity Queries Between Polyhedra Using Convex Surface Decomposition," Computer Graphics Forum, vol. 20, no. 3, pp. 500-510, 2001.
    http://www.cs.unc.edu/~geom/SWIFT++
  25. Ericson, Christer, Real-Time Collision Detection, Morgan Kaufmann, 2005.
    http://realtimecollisiondetection.net/
  26. Erleben, Kenny, Jon Sporring, Knud Henriksen, and Henrik Dohlmann, Physics Based Animation, Charles River Media, 2005.
  27. Fisher, S., and M. C. Lin, "Fast Penetration Depth Estimation for Elastic Bodies Using Deformed Distance Fields," in International Conference on Intelligent Robots and Systems, IEEE Press, pp. 330-336, 2001.
    http://graphics.stanford.edu/courses/cs468-01-fall/Papers/fisher_lin.pdf
  28. Frye, Stephen, Takahiro Harada, Young J. Kim, and Sung-eui Yoon, "Recent Advances in Real-Time Collision and Proximity Computations for Games and Simulations," Eurographics Tutorials, 2012.
    https://diglib.eg.org/handle/10.2312/conf.EG2012.tutorials.t5
  29. Fuhrmann, A., G. Sobotka, and C. Gross, "Distance Fields for Rapid Collision Detection in Physically Based Modeling," GraphiCon, pp. 58-65, 2003.
    http://cg.web.th-koeln.de/distance-fields-for-rapid-collision-detection-in-physically-based-modeling/
  30. Gilbert, E., D. Johnson, and S. Keerthi, "A Fast Procedure for Computing the Distance between Complex Objects in Three-Dimensional Space," IEEE Journal of Robotics and Automation, vol. 4, no. 2, pp. 193-203, Apr. 1988.
    https://deepblue.lib.umich.edu/bitstream/handle/2027.42/5059/bac2677.0001.001.pdf?sequence=5
  31. Goldsmith, Jeffrey, and John Salmon, "Automatic Creation of Object Hierarchies for Ray Tracing," IEEE Computer Graphics and Applications, vol. 7, no. 5, pp. 14-20, May 1987.
    https://authors.library.caltech.edu/79167/1/04057175.pdf
  32. Gomez, Miguel, "Simple Intersection Tests for Games," Gamasutra, Oct. 1999.
    https://www.gamasutra.com/view/feature/131790/simple_intersection_tests_for_games.php
    http://gamasutra.com/features/19991018/Gomez_1.htm
  33. Gottschalk, S., M. C. Lin, and D. Manocha, "OBBTree: A Hierarchical Structure for Rapid Interference Detection," in SIGGRAPH '96: Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques, ACM, pp. 171-180, Aug. 1996.
    http://www.cs.unc.edu/~geom/OBB/OBBT.html
    ftp://crack.seismo.unr.edu/downloads/russell/trees/gottschalk_1996_obbtree_efficient.PDF
  34. Gottschalk, Stefan, Collision Queries Using Oriented Bounding Boxes, PhD thesis, Department of Computer Science, University of North Carolina at Chapel Hill, 2000.
    http://gamma.cs.unc.edu/users/gottschalk/main.pdf
  35. Green, Simon, "CUDA Particles," Technical Report, NVIDIA, June 2008.
    http://developer.download.nvidia.com/compute/cuda/2_2/sdk/website/projects/particles/doc/particles.pdf
  36. Gregorius, Dirk, "The Separating Axis Test between Convex Polyhedra," Game Developers Conference, Mar. 2013.
    http://twvideo01.ubm-us.net/o1/vault/gdc2013/slides/822403Gregorius_Dirk_TheSeparatingAxisTest.pdf
  37. Gregorius, Dirk, "Robust Contact Creation for Physics Simulations," Game Developers Conference, Mar. 2015.
    http://media.steampowered.com/apps/valve/2015/DirkGregorius_Contacts.pdf
  38. Hahn, James K., "Realistic Animation of Rigid Bodies," Computer Graphics (SIGGRAPH '88 Proceedings), vol. 22, no. 4, pp. 299-308, 1988.
    http://movement.stanford.edu/courses/cs448-01-spring/papers/hahn.pdf
  39. Haines, Eric, "A Shaft Culling Tool," journal of graphics tools, vol. 5, no. 1, pp. 23-26, 2000. Also collected in reference #4.
    http://erich.realtimerendering.com/ShaftCulling.pdf
    https://github.com/erich666/jgt-code/tree/master/Volume_05/Number_1/Haines2000
    https://www.tandfonline.com/doi/abs/10.1080/10867651.2000.10487518
    https://smile.amazon.com/Graphics-Tools-jgt-Editors-Choice/dp/1568812469
  40. Held, M., J. T. Klosowski, and J. S. B. Mitchell, "Evaluation of Collision Detection Methods for Virtual Reality Fly-Throughs," in Proceedings of the 7th Canadian Conference on Computational Geometry, ACM pp. 205-210, 1995.
    http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.55.9542&rep=rep1&type=pdf
    https://dl.acm.org/citation.cfm?id=237428
  41. Hermann, Everton, François Faure, and Bruno Raffin, "Ray-Traced Collision Detection for Deformable Bodies," International Conference on Computer Graphics Theory and Applications (GRAPP), Jan. 2008.
    http://moais.imag.fr/membres/bruno.raffin/papers/ID/grapp08.pdf
  42. Hubbard, Philip M., "Approximating Polyhedra with Spheres for Time-Critical Collision Detection," ACM Transactions on Graphics, vol. 15, no. 3, pp. 179-210, 1996.
    ftp://134.197.33.49/downloads/russell/hubbard_1996_approx_polyhedra_spheres_time_critical_collision_detection.PDF
  43. James, Doug L., and Dinesh K. Pai, "BD-Tree: Output-Sensitive Collision Detection for Reduced Deformable Models," ACM Transactions on Graphics, vol. 23, no. 3, pp. 393-398, Aug. 2004.
    http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.454.369&rep=rep1&type=pdf
  44. Jiménez, P., and Thomas C. Torras, "3D Collision Detection: A Survey," Computers & Graphics, vol. 25, pp. 269-285, 2001.
    http://digital.csic.es/bitstream/10261/30526/1/doc1.pdf
  45. Karras, Tero, "Maximizing Parallelism in the Construction of BVHs, Octrees, and k-d trees," in Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics, Eurographics Association, pp. 33-37, June 2012.
    http://research.nvidia.com/sites/default/files/publications/karras2012hpg_paper.pdf
  46. Karras, Tero, and Timo Aila, "Fast Parallel Construction of High-Quality Bounding Volume Hierarchies," in Proceedings of the 5th High-Performance Graphics Conference, ACM, pp. 89-99, July 2013.
    http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.799.6702&rep=rep1&type=pdf
  47. Klosowski, J. T., M. Held, J. S. B. Mitchell, H. Sowizral, and K. Zikan, "Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs," IEEE Transactions on Visualization and Computer Graphics, vol. 4, no. 1, pp. 21-36, 1998.
    ftp://crack.seismo.unr.edu/downloads/russell/trees/klosowski_1998_efficient_collision_k-DOPs.PDF
  48. Knuth, Donald E., The Art of Computer Programming: Sorting and Searching, vol. 3, Second Edition, Addison-Wesley, 1998.
    https://smile.amazon.com/Art-Computer-Programming-Sorting-Searching/dp/0201896850
  49. Konecný, Petr, Bounding Volumes in Computer Graphics, MSc thesis, Faculty of Informatics, Masaryk University, Brno, Apr. 1998.
    http://www.fi.muni.cz/~pekon
  50. Krishnan, S., A. Pattekar, M. C. Lin, and D. Manocha, "Spherical Shell: A Higher Order Bounding Volume for Fast Proximity Queries," in Proceedings of Third International Workshop on the Algorithmic Foundations of Robotics, A K Peters, Ltd, pp. 122-136, 1998.
    http://www.cs.unc.edu/~dm
  51. Kulpa, R., A.-H. Olivierxs, J. Ondrej, and J. Pettré, Julien, "Imperceptible Relaxation of Collision Avoidance Constraints in Virtual Crowds," ACM Transactions on Graphics, vol. 30, no. 6, pp. 138:1-138:10, 2011.
    https://dl.acm.org/citation.cfm?id=2024172
  52. Ladislav, Kavan, and Zara Jiri, "Fast Collision Detection for Skeletally Deformable Models," Computer Graphics Forum, vol. 24, no. 3, pp. 363-372, 2005.
    http://dcgi.felk.cvut.cz/home/zara/papers/KavanZara-EG05.pdf
  53. Laine, Samuli, and Tero Karras, "Apex Point Map for Constant-Time Bounding Plane Approximation," in Eurographics Symposium on Rendering--Experimental Ideas & Implementations, Eurographics Association, pp. 51-55, 2015.
    https://research.nvidia.com/sites/default/files/publications/laine2015egsr_paper.pdf
  54. Lander, Jeff, "Collision Response: Bouncy, Trouncy, Fun," Game Developer, vol. 6, no. 3, pp. 15-19, Mar. 1999.
    https://www.gdcvault.com/gdmag
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Real-Time Ray Tracing Bibliography

This is the hyperlinked bibliography for the online Real-Time Ray Tracing chapter of the Fourth Edition of the book Real-Time Rendering.

  1. Adinets, Andy, "Adaptive Parallel Computation with CUDA Dynamic Parallelism," NVIDIA Developer Blog, https://devblogs.nvidia.com/introduction-cuda-dynamic-parallelism/, May 6, 2014.
  2. Áfra, Attila T., and László Szirmay‐Kalos, "Stackless Multi‐BVH Traversal for CPU, MIC and GPU Ray Tracing," Computer Graphics Forum, vol. 33, no. 1, pp. 129-140, 2014.
    https://pdfs.semanticscholar.org/7e81/6b82fb92df08d7bc0d9805f8988754e0d8c1.pdf
  3. Áfra, Attila T., Carsten Benthin, Ingo Wald, and Jacob Munkberg, "Local Shading Coherence Extraction for SIMD-Efficient Path Tracing on CPUs," High Performance Graphics, pp. 119-128, 2016.
    http://www.highperformancegraphics.org/wp-content/uploads/2016/local-shading-coherence-hpg2016-slides.pdf
  4. 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
  5. Aila, Timo, Tero Karras, and Samuli Laine, "On Quality Metrics of Bounding Volume Hierarchies," High Performance Graphics, pp. 101-107, 2013.
    https://users.aalto.fi/~laines9/publications/aila2013hpg_paper.pdf
  6. Akenine-Möller, Tomas, Jim Nilsson, Magnus Andersson, Colin Barré-Brisebois, and Robert Toth, "Texture Level-of-Detail Strategies for Real-Time Ray Tracing," in Eric Haines and Tomas Akenine-Möller, eds., Ray Tracing Gems, http://www.raytracinggems.com (prerelease chapter), APress, 2019.
  7. Amanatides, John, "Ray Tracing with Cones," Computer Graphics (SIGGRAPH '84 Proceedings), vol. 18, no. 3, pp. 129-135, July 1984.
    http://artis.inrialpes.fr/Members/Cyril.Soler/DEA/Ombres/Papers/Amanatides.Sig84.pdf
  8. AMD, Radeon-Rays library, https://gpuopen.com/gaming-product/radeon-rays/, 2018.
  9. 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
  10. Benthin, Carsten, Sven Woop, Ingo Wald, and Attila T. Áfra, "Improved Two-Level BVHs using Partial Re-Braiding," High Performance Graphics, article no. 7, 2017.
    http://www.sven-woop.de/papers/2017-HPG-openmerge.pdf
  11. Binder, Nikolaus, and Alexander Keller, "Efficient Stackless Hierarchy Traversal on GPUs with Backtracking in Constant Time," High Performance Graphics, pp. 41-50, 2016.
  12. Bitterli, Benedikt, Fabrice Rousselle, Bochang Moon, José A. Iglesias-Guitián, David Adler, Kenny Mitchell, Wojciech Jarosz, and Jan Novák, "Nonlinearly Weighted First-order Regression for Denoising Monte Carlo Renderings," Computer Graphics Forum, vol. 35, no. 4, pp. 107-117, 2016.
    https://cs.dartmouth.edu/~wjarosz/publications/bitterli16nonlinearly.html
  13. Chaitanya, Chakravarty R. Alla, Anton S. Kaplanyan, Christoph Schied, Marco Salvi, Aaron Lefohn, Derek Nowrouzezahrai, and Timo Aila, "Interactive Reconstruction of Monte Carlo Image Sequences Using a Recurrent Denoising Autoencoder," ACM Transactions on Graphics, vol. 36, no. 4, article no. 98, pp. 2017.
    https://www.semanticscholar.org/paper/Interactive-reconstruction-of-Monte-Carlo-image-se-Chaitanya-Kaplanyan/26cf54106c32f3007ae58816ac1a693c3262e755
  14. Cohen, Daniel, and Zvi Sheffer, "Proximity Clouds--An Acceleration Technique for 3D Grid Traversal," The Visual Computer, vol. 11, no. 1, pp. 27-38, 1994.
    https://link.springer.com/article/10.1007/BF01900697
  15. Dammertz, Holger, Johannes Hanika, and Alexander Keller, "Shallow Bounding Volume Hierarchies for Fast SIMD Ray Tracing of Incoherent Rays," Computer Graphics Forum, vol. 27, no. 4, pp. 1225-1233, 2008.
    http://cg.ivd.kit.edu/publications/pubhanika/2008_qbvh.pdf
  16. Dammertz, Holger, Daniel Sewtz, Johannes Hanika, and Hendrik Lensch, "Edge-Avoiding À-Trous Wavelet Transform for fast Global Illumination Filtering," High Performance Graphics, pp. 67-75, 2010.
    https://jo.dreggn.org/home/2010_atrous.pdf
  17. Durand, Frédo, Nicolas Holzschuch, Cyril Soler, Eric Chan, and François X. Sillion, "A Frequency Analysis of Light Transport," ACM Transactions on Graphics, vol. 24, no. 3, pp. 1115-1126, 2005.
    https://people.csail.mit.edu/fredo/PUBLI/Fourier/
  18. Eisenacher, Christian, Gregory Nichols, Andrew Selle, Brent Burley, "Sorted Deferred Shading for Production Path Tracing," Computer Graphics Forum, vol. 32, no. 4, pp. 125-132, 2013.
    http://www.andyselle.com/papers/20/sorting-shading.pdf
  19. Ernst, Manfred, and Gunther Greiner, "Multi Bounding Volume Hierarchies," 2008 IEEE Symposium on Interactive Ray Tracing, 2008.
    https://www.computer.org/csdl/proceedings/rt/2008/2741/00/04634618.pdf
  20. Fascione, Luca, Johannes Hanika, Marcos Fajardo, Per Christensen, Brent Burley, and Brian Green, SIGGRAPH Path Tracing in Production course, July 2017.
    https://jo.dreggn.org/path-tracing-in-production/2017/index.html
  21. Fascione, Luca, Johannes Hanika, Rob Pieké, Ryusuke Villemin, Christophe Hery, Manuel Gamito, Luke Emrose, André Mazzone, SIGGRAPH Path Tracing in Production course, August 2018.
    https://jo.dreggn.org/path-tracing-in-production/2018/index.html
  22. Foley, Tim, and Jeremy Sugerman, "KD-Tree Acceleration Structures for a GPU Raytracer," Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware, pp. 15-22, 2005.
    http://171.67.77.70/papers/gpu_kdtree/kdtree.pdf
  23. Garanzha, Kirill, Jacopo Pantaleoni, and David McAllister, "Simpler and Faster HLBVH with Work Queues," High Performance Graphics, pp. 59-64, 2011.
    http://research.nvidia.com/sites/default/files/publications/main.pdf
  24. Glassner, Andrew, Deep Learning, Vol. 1: From Basics to Practice, Amazon Digital Services LLC, 2018.
    https://dlbasics.com/
  25. Glassner, Andrew, Deep Learning, Vol. 2: From Basics to Practice, Amazon Digital Services LLC, 2018.
    https://dlbasics.com/
  26. Gu, Yan, Yong He, and Guy E. Blelloch, "Ray Specialized Contraction on Bounding Volume Hierarchies," Computer Graphics Forum, vol. 34, no. 7, pp. 309-311, 2015.
    http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.706.8205&rep=rep1&type=pdf
  27. Haines, Eric, "Spline Surface Rendering, and What's Wrong with Octrees," Ray Tracing News, vol. 1, no. 2, http://raytracingnews.org/rtnews1b.html, 1988.
  28. Haines, Eric, et al., Twitter thread, https://twitter.com/pointinpolygon/status/1035609566262771712, August 31, 2018.
  29. Hanika, Johannes, Holger Dammertz, and Hendrik Lensch, "Edge-Optimized À-Trous Wavelets for Local Contrast Enhancement with Robust Denoising," Pacific Graphics, pp. 67-75, 2011.
    https://jo.dreggn.org/home/2011_atrous.pdf
  30. Hapala, Michal, Tomás Davidovič, Ingo Wald, Vlastimil Havran, and Philipp Slusallek, "Efficient Stack-less BVH Traversal for Ray Tracing," Proceedings of the 27th Spring Conference on Computer Graphics, pp. 7-12, 2011.
    http://davidovic.cz/wiki/lib/exe/fetch.php/school/hapala_sccg2011/hapala_sccg2011.pdf
  31. Havran, Vlastimil, Heuristic Ray Shooting Algorithms, PhD thesis, Department of Computer Science and Engineering, Czech Technical University, Prague, 2000.
    http://dcgi.fel.cvut.cz/home/havran/DISSVH/dissvh.pdf
  32. Heckbert, Paul S., and Pat Hanrahan, "Beam Tracing Polygonal Objects," Computer Graphics (SIGGRAPH '84 Proceedings), vol. 18, no. 3, pp. 119-127, July 1984.
    https://pubweb.eng.utah.edu/~cs6965/papers/p119-heckbert.pdf
  33. Heckbert, Paul S., "What Are the Coordinates of a Pixel?" in Andrew S. Glassner, ed., Graphics Gems, Academic Press, pp. 246-248, 1990.
    https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663
  34. Heckbert, Paul S., "A Minimal Ray Tracer," in Paul S. Heckbert, ed., Graphics Gems IV, Academic Press, pp. 375-381, 1994.
    http://www.graphicsgems.org
    http://www.cs.cmu.edu/~ph/
    http://erich.realtimerendering.com/RT08.pdf
    https://smile.amazon.com/Graphics-Gems-IV-IBM-Version/dp/0123361559
  35. Heitz, Eric, Stephen Hill, and Morgan McGuire, "Combining Analytic Direct Illumination and Stochastic Shadows," Symposium on Interactive 3D Graphics and Games, pp. 2:1-2:11, 2018.
    http://research.nvidia.com/publication/2018-05_Combining-Analytic-Direct
  36. Hillaire, Sébastien, "Real-Time Raytracing for Interactive Global Illumination Workflows in Frostbite," Game Developers Conference, Mar. 2018.
    https://www.ea.com/frostbite/news/real-time-raytracing-for-interactive-global-illumination-workflows-in-frostbite
    https://www.gdcvault.com/play/1024801/
  37. Horn, Daniel Reiter, Jeremy Sugerman, Mike Houston, and Pat Hanrahan, "Interactive k-D tree GPU Raytracing," Proceedings of the 2007 Symposium on Interactive 3D Graphics and Games, 2007.
    http://movement.stanford.edu/papers/i3dkdtree/gpu-kd-i3d.pdf
  38. Hunt, Warren, Michael Mara, and Alex Nankervis, "Hierarchical Visibility for Virtual Reality," Proceedings of the ACM on Computer Graphics and Interactive Techniques, article no. 8, 2018.
    https://dl.acm.org/citation.cfm?id=3203191
  39. Igehy, Homan, "Tracing Ray Differentials," in SIGGRAPH '99: Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques, ACM Press/Addison-Wesley Publishing Co., pp. 179-186, Aug. 1999.
    https://graphics.stanford.edu/papers/trd/
  40. Karras, Tero, and Timo Aila, "Fast Parallel Construction of High-Quality Bounding Volume Hierarchies," High Performance Graphics, pp. 89-99, 2013.
    http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.799.6702&rep=rep1&type=pdf
  41. Kajiya, James T., "The Rendering Equation," Computer Graphics (SIGGRAPH '86 Proceedings), vol. 20, no. 4, pp. 143-150, Aug. 1986.
    http://www.cs.brown.edu/courses/cs224/papers/kajiya.pdf
  42. Kalojanov, Javor, Markus Billeter, and Philipp Slusallek, "Two-Level Grids for Ray Tracing on GPUs," Computer Graphics Forum, vol. 30, no. 2, pp. 307-314, 2011.
    https://www.kalojanov.com/data/two_level_grids.pdf
  43. Keller, Alexander, and Wolfgang Heidrich, "Interleaved Sampling," Rendering Techniques 2001, Springer, pp. 269-276, 2001.
    https://kluedo.ub.uni-kl.de/frontdoor/deliver/index/docId/4966/file/Keller_Interleaved%20sampling.pdf
  44. Kopta, Daniel, Thiago Ize, Josef Spjut, Erik Brunvand, Al Davis, and Andrew Kensler, "Fast, Effective BVH Updates for Animated Scenes," Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, pp. 197-204, 2012.
    http://www.sci.utah.edu/publications/Kop2012a/Kopta_I3D2012.pdf
  45. Laine, Samuli, "Restart Trail for Stackless BVH Traversal," High Performance Graphics, pp. 107-111, 2010.
    https://users.aalto.fi/~laines9/publications/laine2010hpg_paper.pdf
  46. Laine, Samuli, Tero Karras, and Timo Aila, "Megakernels Considered Harmful: Wavefront Path Tracing on GPUs," High Performance Graphics, pp. 137-143, 2013.
    http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/laine13_megakernels.pdf
  47. Lauterbach, C., M. Garland, S. Sengupta, D. Luebke, and D. Manocha, "Fast BVH Construction on GPUs," Computer Graphics Forum, vol. 28, no. 2, pp. 375-384, 2009.
    https://pdfs.semanticscholar.org/d16a/19f4295cff97eaf254288552a5abde5f6862.pdf
  48. Lee, Mark, Brian Green, Feng Xie, and Eric Tabellion, "Vectorized Production Path Tracing," High Performance Graphics, article no. 10, 2017.
    http://www.tabellion.org/et/paper17/MoonRay.pdf
  49. Lehtinen, Jaakko, Jacob Munkberg, Jon Hasselgren, Samuli Laine, Tero Karras, Miika Aittala, and Timo Aila, "Noise2Noise: Learning Image Restoration without Clean Data," International Conference on Machine Learning, 2018.
    https://arxiv.org/abs/1803.04189
  50. Lindqvist, Anders, "Pathtracing Coherency," Breakin.se Blog, https://www.breakin.se/learn/pathtracing-coherency.html, Aug. 27, 2018.
  51. Liu, Edward, "Low Sample Count Ray Tracing with NVIDIA's Ray Tracing Denoisers," SIGGRAPH NVIDIA Exhibitor Session: Real-Time Ray Tracing, 2018.
  52. Llamas, Ignacio, and Edward Liu, "Ray Tracing in Games with NVIDIA RTX," Game Developers Conference, Mar. 21, 2018.
    https://developer.nvidia.com/ray-tracing-games-nvidia-rtx-pdf
  53. MacDonald, J. David, and Kellogg S. Booth, "Heuristics for Ray Tracing Using Space Subdivision," Visual Computer, vol. 6, no. 3, pp. 153-165, 1990.
    http://graphicsinterface.org/wp-content/uploads/gi1989-22.pdf
  54. Mehta, Soham Uday, Brandon Wang, and Ravi Ramamoorthi, "Axis-Aligned Filtering for Interactive Sampled Soft Shadows," ACM Transactions on Graphics, vol. 31, no. 6, pp. 163:1-163:10, 2012.
    http://graphics.berkeley.edu/papers/UdayMehta-AAF-2012-12/
  55. Mehta, Soham Uday, Brandon Wang, Ravi Ramamoorthi, and Fredo Durand, "Axis-Aligned Filtering for Interactive Physically-Based Diffuse Indirect Lighting," ACM Transactions on Graphics, vol. 32, no. 4, pp. 96:1-96:12, 2013.
    http://graphics.berkeley.edu/papers/Udaymehta-IPB-2013-07/index.html
  56. Mehta, Soham Uday, JiaXian Yao, Ravi Ramamoorthi, and Fredi Durand, "Factored Axis-aligned Filtering for Rendering Multiple Distribution Effects," ACM Transactions on Graphics, vol. 33, no. 4, pp. 57:1-57:12, 2014.
    https://cseweb.ucsd.edu/~ravir/aaf.pdf
  57. Mehta, Soham Uday, Axis-aligned Filtering for Interactive Physically-based Rendering, PhD thesis, Technical Report No. UCB/EECS-2015-66, University of California, Berkeley, 2015.
    https://www2.eecs.berkeley.edu/Pubs/TechRpts/2015/EECS-2015-66.html
  58. Melnikov, Evgeniy, "Ray Tracing," NVIDIA ComputeWorks site, August 14, 2018.
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    https://developer.nvidia.com/search/site/ray%20tracing
  59. Microsoft, D3D12 Raytracing Functional Spec, v0.09, Mar. 12, 2018.
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  60. Moon, Bochang, Jose A. Iglesias-Guitian, Steven McDonagh, and Kenny Mitchell, "Noise Reduction on G-Buffers for Monte Carlo Filtering," Computer Graphics Forum, vol. 34, no. 2, pp. 1-13, 2015.
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  61. Munkberg, J., J. Hasselgren, P. Clarberg, M. Andersson, and T. Akenine-Möller, "Texture Space Caching and Reconstruction for Ray Tracing," ACM Transactions on Graphics, vol. 35, no. 6, pp. 249:1-249:13, 2016.
    http://fileadmin.cs.lth.se/graphics/research/papers/2016/txspace/txspace.pdf
  62. NVIDIA, "Ray Tracing," NVIDIA OptiX 5.0 Programming Guide, Mar. 13, 2018.
    http://raytracing-docs.nvidia.com/optix/guide/nvidia_optix_programming_guide.180313.A4.pdf
    http://raytracing-docs.nvidia.com/
  63. Pantaleoni, Jacopo, and David Luebke, "HLBVH: Hierarchical LBVH Construction for Real-Time Ray Tracing of Dynamic Geometry," High Performance Graphics, pp. 89-95, June 2010.
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  64. Pérard‐Gayot, Arsène, Javor Kalojanov, and Philipp Slusallek, "GPU Ray Tracing using Irregular Grids," Computer Graphics Forum, vol. 36, no. 2, pp. 477-486, 2017.
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    https://www.kalojanov.com/data/irregular_grid_slides.pdf
  65. Pharr, Matt, Craig Kolb, Reid Gershbein, and Pat Hanrahan, "Rendering Complex Scenes with Memory-Coherent Ray Tracing," SIGGRAPH '97: Proceedings of the 24th Annual Conference on Computer Graphics and Interactive Techniques, ACM Press/Addison-Wesley Publishing Co., pp. 101-108, 1997.
    http://www.cs.cmu.edu/afs/cs.cmu.edu/academic/class/15869-f11/www/readings/pharr97_coherent_rt.pdf
  66. Pharr, Matt, Wenzel Jakob, and Greg Humphreys, Physically Based Rendering: From Theory to Implementation, Third Edition, Morgan Kaufmann, 2016.
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  67. Pharr, Matt, section ed., "Special Issue on Production Rendering," ACM Transactions on Graphics, vol. 37, no. 3, 2018.
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  68. Sadeghi, Iman, Bin Chen, and Henrik Wann Jensen, "Coherent Path Tracing," journal of graphics tools, vol. 14, no. 2, pp. 33-43, 2011.
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  69. Schied, Christoph, Anton Kaplanyan, Chris Wyman, Anjul Patney, Chakravarty R. Alla Chaitanya, John Burgess, Shiqiu Liu, Carsten Dachsbacher, and Aaron Lefohn, "Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path-Traced Global Illumination," High Performance Graphics, pp. 2:1-2:12, July 2017.
    https://pdfs.semanticscholar.org/05c4/9b29a7ff5abb0c3e4917e1206f3542f46512.pdf
  70. Schied, Christoph, Christoph Peters, and Carsten Dachsbacher, "Gradient Estimation for Real-Time Adaptive Temporal Filtering," High Performance Graphics, August 2018.
    http://cg.ivd.kit.edu/atf.php
    https://www.highperformancegraphics.org/2018/program/
  71. Shinya, Mikio, Tokiichiro Takahashi, and Seiichiro Naito, "Principles and Applications of Pencil Tracing," ACM SIGGRAPH Computer Graphics, vol. 21, no. 4, pp. 45-54, 1987.
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  72. Shirley, Peter, Ray Tracing in One Weekend, Jan. 2016.
    https://drive.google.com/drive/u/0/folders/14yayBb9XiL16lmuhbYhhvea8mKUUK77W
    https://twitter.com/Peter_shirley/status/1029342221139509249
    http://in1weekend.blogspot.com/2016/01/ray-tracing-in-one-weekend.html
  73. Shirley, Peter, Ray Tracing: the Next Week, Mar. 2016.
    https://drive.google.com/drive/u/0/folders/14yayBb9XiL16lmuhbYhhvea8mKUUK77W
    https://twitter.com/Peter_shirley/status/1029342221139509249
    http://in1weekend.blogspot.com/2016/01/ray-tracing-second-weekend.html
  74. Shirley, Peter, Ray Tracing: The Rest of Your Life, Mar. 2016.
    https://drive.google.com/drive/u/0/folders/14yayBb9XiL16lmuhbYhhvea8mKUUK77W
    https://twitter.com/Peter_shirley/status/1029342221139509249
    http://in1weekend.blogspot.com/2016/03/ray-tracing-rest-of-your-life.html
  75. Stachowiak, Tomasz, "Stochastic Screen-Space Reflections," SIGGRAPH Advances in Real-Time Rendering in Games course, Aug. 2015.
    http://advances.realtimerendering.com/s2015/index.html
  76. Stachowiak, Tomasz, "Stochastic All the Things: Raytracing in Hybrid Real-Time Rendering," Digital Dragons, May 22, 2018.
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  77. Stich, Martin, Heiko Friedrich, and Andreas Dietrich, "Spatial Splits in Bounding Volume Hierarchies," High Performance Graphics, pp. 7-13, 2009.
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  78. Stich, Martin, "Introduction to NVIDIA RTX and DirectX Ray Tracing," NVIDIA Developer Blog, Mar. 19, 2018.
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  79. Suffern, Kenneth, Ray Tracing from the Ground Up, A K Peters, Ltd., 2007.
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  80. Swoboda, Matt, "Real time ray tracing part 2," Direct To Video Blog, May. 8, 2013.
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  81. Tokuyoshi, Yusuke, Takashi Sekine, and Shinji Ogaki, "Fast Global Illumination Baking via Ray-Bundles," SIGGRAPH Asia 2011 Sketches, ACM, 2011.
    https://pdfs.semanticscholar.org/7970/af3ce40d5db10afe86db1beeb0fe61a2400d.pdf
  82. Tsakok, John A., "Faster Incoherent Rays: Multi-BVH Ray Stream Tracing," High Performance Graphics, pp. 151-158, 2009.
    http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.152.1714&rep=rep1&type=pdf
  83. Vinkler, Marek, Vlastimil Havran, and Jirí Bittner, "Bounding Volume Hierarchies versus Kd-trees on Contemporary Many-Core Architectures," Proceedings of the 30th Spring Conference on Computer Graphics, ACM, pp. 29-36, 2014.
    http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.727.5415&rep=rep1&type=pdf
  84. Wächter, Carsten, and Alexander Keller, "Instant Ray Tracing: The Bounding Interval Hierarchy," EGSR '06 Proceedings of the 17th Eurographics conference on Rendering Techniques, pp. 139-149, 2006.
    http://electronic-blue.wdfiles.com/local--files/research:gpurt/WK06.pdf
  85. Wald, Ingo, Philipp Slusallek, Carsten Benthin, and Markus Wagner, "Interactive Rendering with Coherent Ray Tracing," Computer Graphics Forum, vol. 20, no. 3, pp. 153-165, 2001.
    http://hodad.bioen.utah.edu/~wald/Publications/2001/CRT/CRT.pdf
  86. Wald, Ingo, "On fast Construction of SAH-based Bounding Volume Hierarchies," 2007 IEEE Symposium on Interactive Ray Tracing, Sept. 2007.
    http://www.sci.utah.edu/~wald/Publications/2007/ParallelBVHBuild/fastbuild.pdf
  87. Wald, Ingo, Carsten Benthin, and Solomon Boulos, "Getting Rid of Packets--Efficient SIMD Single-Ray Traversal using Multi-branching BVHs--," 2008 IEEE Symposium on Interactive Ray Tracing, Aug. 2008.
    https://graphics.stanford.edu/~boulos/papers/multi_rt08.pdf
  88. Wald, Ingo, Sven Woop, Carsten Benthin, Gregory S. Johnson, and Manfred Ernst, "Embree: A Kernel Framework for Efficient CPU Ray Tracing," ACM Transactions on Graphics, vol. 33, no. 4, pp. 143:1-143:8, 2014.
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  89. Whitted, Turner, "An Improved Illumination Model for Shaded Display," Communications of the ACM, vol. 23, no. 6, pp. 343-349, 1980.
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    http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.107.3997&rep=rep1&type=pdf
  90. Wright, Daniel, "Dynamic Occlusion with Signed Distance Fields," SIGGRAPH Advances in Real-Time Rendering in Games course, Aug. 2015.
    http://advances.realtimerendering.com/s2015/index.html
  91. Wyman, Chris, Shawn Hargreaves, Peter Shirley, and Colin Barré-Brisebois, SIGGRAPH Introduction to DirectX RayTracing course, August 2018.
    http://intro-to-dxr.cwyman.org/
  92. Wyman, Chris, A Gentle Introduction To DirectX Raytracing, http://cwyman.org/code/dxrTutors/dxr_tutors.md.html, August 2018.
  93. Ylitie, Henri, Tero Karras, and Samuli Laine, "Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs," High Performance Graphics, article no. 4, July 2017.
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  94. Yoon, Sung-Eui, Sean Curtis, and Dinesh Manocha, "Ray Tracing Dynamic Scenes using Selective Restructuring," EGSR Proceedings of the 18th Eurographics Conference on Rendering Techniques, pp. 73-84, 2007.
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  96. Zimmer, Henning, Fabrice Rousselle, Wenzel Jakob, Oliver Wang, David Adler, Wojciech Jarosz, Olga Sorkine-Hornung, and Alexander Sorkine-Hornung, "Path-space Motion Estimation and Decomposition for Robust Animation Filtering," Computer Graphics Forum, vol. 34, no. 4, pp. 131-142, 2015.
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  97. Zwicker, M., W. Jarosz, J. Lehtinen, B. Moon, R. Ramamoorthi, F. Rousselle, P. Sen, C. Soler, and S.-E. Yoon, "Recent Advances in Adaptive Sampling and Reconstruction for Monte Carlo Rendering," Computer Graphics Forum, vol. 34, no. 2, pp. 667-681, 2015.
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Some Linear Algebra and Trigonometry Bibliography

This is the hyperlinked bibliography for the online Some Linear Algebra and Trigonometry appendices of the Fourth Edition of the book Real-Time Rendering.

  1. 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
    https://www.cise.ufl.edu/~ungor/courses/fall06/papers/QuickHull.pdf
  2. Barzel, Ronen, ed., Graphics Tools--The jgt Editors' Choice, A K Peters, Ltd., 2005.
    https://smile.amazon.com/Graphics-Tools-jgt-Editors-Choice/dp/1568812469
  3. de Berg, M., M. van Kreveld, M. Overmars, and O. Schwarzkopf, Computational Geometry--Algorithms and Applications, Third Edition, Springer-Verlag, 2008.
    https://smile.amazon.com/Computational-Geometry-Applications-Mark-Berg/dp/3540779736
  4. Euclid (original translation by Heiberg, with introduction and commentary by Sir Thomas L. Heath), The Thirteen Books of EUCLID'S ELEMENTS, Second Edition, Revised with Additions, Volume I (Books I, II), Dover Publications, Inc., 1956.
    https://www.wilbourhall.org/pdfs/Heath_Euclid_II.pdf
  5. Glassner, Andrew S., ed., Graphics Gems, Academic Press, 1990.
    http://www.graphicsgems.org
    https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663
  6. Gregorius, Dirk, "Implementing QuickHull," Game Developers Conference, Mar. 2014.
    http://media.steampowered.com/apps/valve/2014/DirkGregorius_ImplementingQuickHull.pdf
  7. Lawson, Terry, Linear Algebra, John Wiley & Sons, Inc., 1996.
  8. Lax, Peter D., Linear Algebra and Its Applications, Second Edition, John Wiley & Sons, Inc., 2007.
  9. O'Rourke, Joseph, Computational Geometry in C, Second Edition, Cambridge University Press, 1998.
    http://crtl-i.com/PDF/comp_c.pdf
  10. Press, William H., Saul A. Teukolsky, William T. Vetterling, and Brian P. Flannery, Numerical Recipes in C, Cambridge University Press, 1992.
    http://www.nr.com
  11. Rokne, Jon, "The Area of a Simple Polygon," in James Arvo, ed., Graphics Gems II, Academic Press, pp. 5-6, 1991.
    https://smile.amazon.com/Graphics-Gems-II-IBM-No/dp/0120644819
  12. Ström, J., K. Åström, and T. Akenine-Möller, "Immersive Linear Algebra," http://immersivemath.com, 2015.
  13. Sunday, Dan, "Area of Triangles and Polygons (2D and 3D)," GeometryAlgorithms.com, 2001. Also collected in reference #2 as "Fast Polygon Area and Newell Normal Computation."
    http://geometryalgorithms.com/Archive/algorithm_0101
    https://github.com/erich666/jgt-code/tree/master/Volume_07/Number_2/Sunday2002
    https://www.tandfonline.com/doi/abs/10.1080/10867651.2002.10487556
    https://smile.amazon.com/Graphics-Tools-jgt-Editors-Choice/dp/1568812469
  14. Zwillinger, Dan, CRC Standard Mathematical Tables and Formulas, 32nd Edition, CRC Press, 2011.
    http://www.geom.uiuc.edu/docs/reference/CRC-formulas