Graphics Reference
In-Depth Information
[Crassin 11] Cyril Crassin. “GigaVoxels: A Voxel-Based Rendering Pipeline For
Ecient Exploration of Large and Detailed Scenes.” PhD thesis, Universite
de Grenoble, Saint-Martin-d'Heres, France, 2011.
[Crassin 12] Cyril
Crassin.
“Voxel
Cone
Tracing
and
Sparse
Voxel
Octree
for
Real-Time
Global
Illumination.”
http:
//on-demand.gputechconf.com/gtc/2012/presentations/
SB134-Voxel-Cone-Tracing-Octree-Real-Time-Illumination.pdf, 2012.
[David 13] David. “The Layering Library (MILA) UI: BETA SHADERS.”
the-layering-library-mila-ui-beta-shaders/, January 22, 2013.
[Drobot 09] Michal Drobot. “Quadtree Displacement Mapping with Height
Blending.” In
GPU Pro
, edited by Wolfgang Engel, pp. 117-148. Natick, MA:
A K Peters, Ltd., 2009.
com/showthread.php?t=56095, January 10, 2010.
[Hien and Lim 09] Tu The Hien and Low Kok Lim. “Real-Time Rendering
TuTheHien NUROP.pdf, 2009.
[Hrkalovic and Lundgren 12] Ermin Hrkalovic and Mikael Lundgren.
”Review of Displacement Mapping Techniques and Optimization.”
all/9c1560496a915078c1257a58005115a0?OpenDocument, 2012.
[Kopf et al. 07] Johannes Kopf, Michael F. Cohen, Dani Lischinski, and Matt
Uyttendaele. “Joint Bilateral Upsampling.”
ACM Transactions on Graphics
(Proceedings of SIGGRAPH 2007)
26:3 (2007), Article no. 96.
[Lawrence 02] Jason Lawrence. “Importance Sampling of the Phong Reflectance
[Lilley et al. 12] Ian Lilley, Sean Lilley, and Nop Jiarathanakul. “Real-
11-01-GigaVoxels-And-Sparse-Textures.pdf, 2012.
[Low 02] Kok-Lim Low. “Perspective-Correct Interpolation.” http://www.
12, 2002.
[Luxion 12] Luxion Inc. “Roughness Parameter (Glossy).”
KeyShot 3 User's
samples parameter.html, 2012.