Materials
(which was fun to me)
(which was fun to me)
Computer Graphics
Global Illumination and Whitted-Style Ray Tracing: https://blogs.nvidia.com/blog/ray-tracing-global-illumination-turner-whitted/
Path Tracing: https://www.pbr-book.org/3ed-2018/Light_Transport_I_Surface_Reflection/Path_Tracing
Differentiable Signed Distance Function Rendering: https://rgl.s3.eu-central-1.amazonaws.com/media/papers/Vicini2022sdf_1.pdf
Path Replay Backpropagation: https://dvicini.github.io/path-replay-backpropagation/
Many-Worlds Inverse Rendering: https://arxiv.org/abs/2408.16005
Cook-Torrance BRDF Model: http://www.codinglabs.net/article_physically_based_rendering_cook_torrance.aspx
Optix: https://github.com/NVIDIA/optix-toolkitÂ
Visualization
ReRun: https://github.com/rerun-io/rerun
Neural Rendering
NeRF-W: https://nerf-w.github.io/
3D Generation
BlockFusion: https://yang-l1.github.io/blockfusion/
LTS3D: https://quan-meng.github.io/projects/lt3sd/
Mathematical Models
Gaussian Process Regression (GPR): https://gaussianprocess.org/gpml/chapters/RW2.pdf
Human Avatar
Skinned Multi-Person Linear Model (SMPL): https://files.is.tue.mpg.de/black/papers/SMPL2015.pdf
Holographic Display
Time-Multiplexed Holography: https://dl.acm.org/doi/pdf/10.1145/3528233.3530734
Robot Perception
https://theia.theaiinstitute.com/
Machine Learning:
Categorical reparameterization with gumbel-softmax: https://arxiv.org/pdf/1611.01144
TO BE ADDED