Image Synthesis(Stanford cs348b)
Lecture 1: Course Overview / The Goals of Rendering
Lecture 2: The Reyes Rendering Algorithm
The Reyes Image Rendering Architecture, by Robert Cook et al.
DiagSplit: Parallel, Crack-Free, Adaptive Tessellation For Micropolygon Rendering, Fisher et al., SIGGRAPH Asia 2009.
A Language For Shading and Lighting Calculations, Pat Hanrahan and Jim Lawson.
Lecture 3: High-Quality 2D Rasterization
The Barycentric Conspiracy, Fabian Giesen.
The A-Buffer, an Anti-Aliased Hidden Surface Method, Loren Carpenter.
Adaptive Transparency, Marco Salvi et al.
Some Notes on Graphics Hardware, Tomas Akenine-Möller.
Triangle Rasterization in Practice, Fabian Giesen.
Optimizing the Basic Rasterizer, Fabien Giesen.
Lecture 4: 3D and 5D Rasterization
Stochastic Rasterization using Time-Continuous Triangles, Tomas Akenine-Möller et al.
Data-parallel Rasterization of Micropolygons with Defocus and Motion Blur, Kayvon Fatahalian et al..
Efficient Triangle Coverage Tests for Stochastic Rasterization, Samuli Laine and Tero Kerras.
Backface Culling for Motion Blur and Depth of Field, Munkberg and Akenine-Möller.
Hierarchical Stochastic Motion Blur Rasterization, Munkberg et al.
Clipless Dual-Space Bounds for Faster Stochastic Rasterization, Samuli Laine et al..
Lecture 5: SIMD Parallelism for Rendering
Rasterization on Larrabee, Michael Abrash.
ispc: A SPMD Compiler for High-Performance CPU Programming, Matt Pharr and Bill Mark.
Lecture 6: Ray Tracing Basics
Physically Based Rendering, Chapters 1-3. (Sections 2.9 and 3.7 are optional.)
An Improved Illumination Model for Shaded Display, Turner Whitted, CACM 1980.
An Introduction to Ray Tracing, Andrew Glassner, ed., Academic Press 1990.
Realistic Ray Tracing, Shirley and Morley, AK Peters 2003.
Essential Ray Tracing Algorithms, Eric Haines, In Glassner, An Introduction to Ray Tracing, pp. 33-78.
A Survey of Ray-Surface Intersection Algorithms, Pat Hanrahan, In Glassner, An Introduction to Ray Tracing, pp. 79-120.
Fast, minimum storage ray-triangle intersection, Möller and Trumbore, jgt 1997.
Lecture 7: Ray Tracing Intersection Acceleration
Physically Based Rendering, Chapter 4.
MSBVH: An Efficient Acceleration Data Structure for Ray Traced Motion Blur, Grüenschloss et al., HPG 2011.
Lecture 8: High Performance Ray Tracing
Interactive Rendering with Coherent Ray Tracing, Wald et al., Eurographics 2001.
Large Ray Packets for Real-time Whitted Ray Tracing, Overbeck et al., Proc. IEEE Symposium in Interactive Ray Tracing, 2008.
Getting Rid of Packets-Efficient SIMD Single-Ray Traversal using Multi-Branching BVHs, Wald et al., Proc. IEEE Symposium on Interactive Ray Tracing, 2008.
Lecture 9: Radiometry and Cameras
Physically Based Rendering., Chapters 5 and 12.
A Realistic Camera Model for Computer Graphics, Kolb et al., SIGGRAPH 1995.
xkcd what-if: If every person on Earth aimed a laser pointer at the Moon at the same time, would it change color?
Introduction to Radiometry and Photometry, McCluney, Artech House, 1994.
Raiometry and Photometry FAQ, James Palmer.
Lecture 10: Sampling and Reconstruction
Physically Based Rendering, Sections 7.1, 7.2, 7.3, 7.7, and 7.8
Stochastic Sampling in Computer Graphics, Robert Cook, ACM Transactions on Graphics, 1986.
Generating Antialised Images at Low Sampling Densities, Don Mitchell, SIGGRAPH 1987.
Reconstruction Filters for Computer Graphics, Mitchell and Netravali, SIGGRAPH 1988.
Antialiasing Through Stochastic Sampling, Dippe and Wold, SIGGRAPH 1985.
Temporal Light Field Reconstruction for Rendering Distribution Effects, Lehtinen et al., SIGGRAPH 2011.
Lecture 11: Monte Carlo Integration
Physically Based Rendering., Chapters 13 and 14 (can skip Section 13.4).
Introduction to Monte Carlo Integration, Eric Veach, CS448 Lecture 6 Notes, 1997.
Sampling Random Variables, Eric Veach, CS448 Lecture 7 Notes, 1997.
Variance Reduction I, Eric Veach, CS448 Lecture 8 Notes, 1997.
Variance Reduction II, Eric Veach, CS448 Lecture 9 Notes, 1997.
Lecture 12: Low Discrepancy Sampling
Physically Based Rendering, Section 7.4
Quasi-Monte Carlo Image Synthesis in a Nutshell, Alexander Keller.
(t, m, s)-Nets and Maximized Minimum Distance, Part II, Grüenschloss and Keller.
Lecture 13: Surface Reflection I
Physically Based Rendering., Sections 8.1, 8.2, 8.3, and 8.5.
Image-based BRDF Measurement Including Human Skin, Marschner et al.
Geometrical considerations and nomenclature for reflectance, Nicodemus et al.
A New Change of Variables for Efficient BRDF Representation, Szymon Rusinkiewicz.
Lecture 14: Surface Reflection II
Lecture 15: Direct Illumination
Physically Based Rendering., Sections 14.6, 15.1.
Monte Carlo Methods for Direct Lighting Calculations, Peter Shirley et al.Optimally Combining Sampling Techniques for Monte Carlo Rendering, Eric Veach and Leonidas Guibas.
Distributed Ray Tracing, Robert Cook et al.
Lecture 16: Guest Lecturer: Marcos Fajardo
Lecture 17: Global Illumination and Path Tracing
Physically Based Rendering., Sections 15.2 and 15.3
Solving the Rendering Equation, Pat Hanrahan.
Lecture 18: Bidirectional Light Transport and Photon Mapping
Physically Based Rendering., Section 15.6
Bidirectional Path Tracing, Eric Veach.
Global Illumination Using Photon Maps, Henrik Wann Jensen.
Stochastic Progressive Photon Mapping, Toshiya Hachisuka and Henrik Wann Jensen.
Light Transport Simulation with Vertex Connection and Merging, Iliyan Georgiev et al.
Lecture 19: Volumetric Light Transport
Physically Based Rendering., Chapter 11, Section 14.7, and Chapter 16.
Importance Sampling Techniques for Path Tracing in Participating Media, Kulla and Fajardo.
Efficient Simulation of Light Transport in Scenes with Participating Media using Photon Maps, Henrik Wann Jensen and Per Christensen.
A Layered, Heterogeneous Reflectance Model for Acquiring and Rendering Human Skin, Craig Donner et al.
An Empirical BSSRDF Model, Craig Donner et al.