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paper.bib
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@inproceedings{saito1990comprehensible,
title = {Comprehensible rendering of 3-D shapes},
author = {Saito, Takafumi and Takahashi, Tokiichiro},
booktitle = {ACM SIGGRAPH Computer Graphics},
volume = {24},
number = {4},
pages = {197--206},
year = {1990},
organization = {ACM}
}
@article{doi:10.1080/10867651.2003.10487587,
author = { Jukka Arva and Tima Aila },
title = {Optimized Shadow Mapping Using the Stencil Buffer},
journal = {Journal of Graphics Tools},
volume = {8},
number = {3},
pages = {23-32},
year = {2003},
doi = {10.1080/10867651.2003.10487587}
}
@inproceedings{valient2009rendering,
title = {The Rendering Technology of Killzone 2},
author = {Valient, Michal},
booktitle = {Game Developers Conference},
year = {2009}
}
@inproceedings{deering1988triangle,
title = {The triangle processor and normal vector shader: a VLSI system for high performance graphics},
author = {Deering, Michael and Winner, Stephanie and Schediwy, Bic and Duffy, Chris and Hunt, Neil},
booktitle = {ACM SIGGRAPH Computer Graphics},
volume = {22},
number = {4},
pages = {21--30},
year = {1988},
organization = {ACM}
}
@inproceedings{pranckevivcius2014physically,
title = {Physically Based Shading in Unity},
author = {Pranckevicius, Aras and Dude, Rendering},
booktitle = {Game Developer's Conference},
year = {2014}
}
@inproceedings{mittring2009bit,
title = {A bit more deferred--CryEngine 3},
author = {Mittring, Martin},
booktitle = {Triangle Game Conference},
volume = {4},
year = {2009}
}
@article{karis2013real,
title = {Real shading in unreal engine 4},
author = {Karis, Brian},
journal = {Proc. ACM SIGGRAPH Courses},
pages = {22},
year = {2013}
}
@inproceedings{magnusson2011lighting,
title = {Lighting You Up in Battlefield 3},
author = {Magnusson, Kenny},
booktitle = {Proc. 25th Annual Game Developers Conference},
year = {2011}
}
@article{lauritzen2010deferred,
title = {Deferred rendering for current and future rendering pipelines},
author = {Lauritzen, Andrew},
journal = {SIGGRAPH Course: Beyond Programmable Shading},
pages = {1--34},
year = {2010}
}
@comment -----------------------------------------------------------------------
@comment Tiled Shading
@article{olsson2011tiled,
title = {Tiled shading},
author = {Olsson, Ola and Assarsson, Ulf},
journal = {Journal of Graphics, GPU, and Game Tools},
volume = {15},
number = {4},
pages = {235--251},
year = {2011},
publisher = {Taylor \& Francis}
}
@inproceedings{balestra2008technology,
title = {The technology of uncharted: Drakes fortune},
author = {Balestra, Christophe and Engstad, P{\aa}l-Kristian},
booktitle = {Game Developer Conference},
year = {2008}
}
@article{andersson2009parallel,
title = {Parallel graphics in frostbite-current \& future},
author = {Andersson, Johan},
journal = {SIGGRAPH Course: Beyond Programmable Shading},
year = {2009}
}
@inproceedings{swoboda2009deferred,
title = {Deferred lighting and post processing on playstation 3},
author = {Swoboda, Matt},
booktitle = {Game Developer Conference},
year = {2009}
}
@article{mara20122d,
title = {2D polyhedral bounds of a clipped, perspective-projected 3D sphere},
author = {Mara, Michael and McGuire, Morgan},
journal = {JCGT. in submission},
volume = {5},
year = {2012}
}
@article{lengyel2002mechanics,
title = {The mechanics of robust stencil shadows},
author = {Lengyel, Eric},
journal = {http://www.gamasutra.com},
year = {2002}
}
@comment -----------------------------------------------------------------------
@comment Clustered Shading
@inproceedings{olsson2012clustered,
title = {Clustered deferred and forward shading},
author = {Olsson, Ola and Billeter, Markus and Assarsson, Ulf},
booktitle = {Proceedings of the Fourth ACM SIGGRAPH/Eurographics conference on High-Performance Graphics},
pages = {87--96},
year = {2012},
organization = {Eurographics Association}
}
@article{persson2013practical,
title={Practical clustered shading},
author={Persson, Emil},
journal={SIGGRAPH Course: Advances in Real-Time Rendering in Games},
year={2013}
}
@inproceedings{Tatarchuk:2016:ARR:2897826.2940292,
author = {Tatarchuk, Natalya},
title = {Advances in Real-time Rendering, Part II},
booktitle = {ACM SIGGRAPH 2016 Courses},
series = {SIGGRAPH '16},
year = {2016},
isbn = {978-1-4503-4289-6},
location = {Anaheim, California},
articleno = {3},
url = {http://doi.acm.org/10.1145/2897826.2940292},
doi = {10.1145/2897826.2940292},
acmid = {2940292},
publisher = {ACM},
address = {New York, NY, USA},
}
@comment -----------------------------------------------------------------------
@comment Hashed Shading
@inproceedings{lefebvre2006perfect,
title = {Perfect spatial hashing},
author = {Lefebvre, Sylvain and Hoppe, Hugues},
booktitle = {ACM Transactions on Graphics (TOG)},
volume = {25},
number = {3},
pages = {579--588},
year = {2006},
organization = {ACM}
}
@inproceedings{choi2009linkless,
title = {Linkless Octree Using Multi-Level Perfect Hashing},
author = {Choi, Myung Geol and Ju, Eunjung and Chang, Jung-Woo and Lee, Jehee and Kim, Young J},
booktitle = {Computer Graphics Forum},
volume = {28},
number = {7},
pages = {1773--1780},
year = {2009},
organization = {Wiley Online Library}
}
@inproceedings{Han:2011:RBD:1964179.1964184,
author = {Han, Tianyi David and Abdelrahman, Tarek S.},
title = {Reducing Branch Divergence in GPU Programs},
booktitle = {Proceedings of the Fourth Workshop on General Purpose Processing on Graphics Processing Units},
series = {GPGPU-4},
year = {2011},
isbn = {978-1-4503-0569-3},
location = {Newport Beach, California, USA},
pages = {3:1--3:8},
articleno = {3},
numpages = {8},
url = {http://doi.acm.org/10.1145/1964179.1964184},
doi = {10.1145/1964179.1964184},
acmid = {1964184},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {GPGPU, branch divergence, data parallel programming},
}
@inproceedings{Olsson:2014:EVS:2556700.2556701,
author = {Olsson, Ola and Sintorn, Erik and K\"{a}mpe, Viktor and Billeter, Markus and Assarsson, Ulf},
title = {Efficient Virtual Shadow Maps for Many Lights},
booktitle = {Proceedings of the 18th Meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games},
series = {I3D '14},
year = {2014},
isbn = {978-1-4503-2717-6},
location = {San Francisco, California},
pages = {87--96},
numpages = {10},
url = {http://doi.acm.org/10.1145/2556700.2556701},
doi = {10.1145/2556700.2556701},
acmid = {2556701},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {cube map, real-time, shadows, virtual},
}
@article{kampe2016fast,
title={Fast, memory-efficient construction of voxelized shadows},
author={K{\"a}mpe, Viktor and Sintorn, Erik and Dolonius, Dan and Assarsson, Ulf},
journal={IEEE transactions on visualization and computer graphics},
volume={22},
number={10},
pages={2239--2248},
year={2016},
publisher={IEEE}
}