global illumination

readings

    • recommended

      • James Kajiya. 1986. The rendering equation. Proc. ACM SIGGRAPH, 143-150. Related site. (ncsu)

      • Cook, R. L., Porter, T., & Carpenter, L. (1984, January). Distributed ray tracing. In ACM SIGGRAPH Computer Graphics (Vol. 18, No. 3, pp. 137-145). ACM. (ncsu)

      • Akenine-Moller, T., Haines, E., & Hoffman, N. (2018). Global illumination. In sections 11.1-11.2 in Real-Time Rendering. AK Peters/CRC Press. (ncsu)

    • optional

      • Tim Sweeney's talk at HPG 09 on the future of game rendering.

      • Steven G. Parker, James Bigler, Andreas Dietrich, Heiko Friedrich, Jared Hoberock, David Luebke, David McAllister, Morgan McGuire, Keith Morley, Austin Robison, and Martin Stich. 2010. OptiX: a general purpose ray tracing engine. In ACM SIGGRAPH 2010 papers, Article 66 , 13 pages. The OptiXproject site includes examples which you can download and demonstrate. There is a movie of the talk for the paper here.

      • Anton Kaplanyan and Carsten Dachsbacher. 2010. Cascaded light propagation volumes for real-time indirect illumination. In Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games (I3D '10). ACM, New York, NY, USA, 99-107. There is a nice student implementation of the algorithm here, along with notes about missing or faulty details in the paper. There is a lighter version in a report from Crytek here. Here is a 2009 talk on a simple version of the technique, along with videos (1,2).

      • Sinje Thiedemann, Niklas Henrich, Thorsten Grosch, and Stefan Müller. 2011. Voxel-based global illumination. In Symposium on Interactive 3D Graphics and Games (I3D '11). ACM, New York, NY, USA, 103-110. Matching video.

      • Yusuke Tokuyoshi and Shinji Ogaki. 2012. Real-Time Bidirectional Path Tracing via Rasterization. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2012. Supplemental material and video.

sites

demos

audio

engine refs

videos/tutorials