|
ATI NormalMapper, http://ati.amd.com/developer/tools.html [January 2007] Cohen et al (1998), Appearance-Preserving Simplification, SIGGRAPH ’98, 115-122. Cohen, M, & Wallace, J. (1993), Radiosity and Realistic Image Synthesis, Academic Press Professional, Cambridge. Cook, R., Porter, T. & Carpenter, L. (1984), Distributed Ray Tracing, SIGGRAPH’84, 137-146. Debevec, P. (1998), Rendering Synthetic Objects into Real Scenes: Bridging Traditional and Image-Based Graphics with Global Illumination and High Dynamic Range Photography, SIGGRAPH ’98, 189-198. Gouraud, H. (1971), Continuous shading of curved surfaces, IEEE Transactions on Computers, vol. C-20, pp.623-629. Green, R. (2003), Spherical Harmonic Lighting: The Gritty Details, Game Developers' Conference, San Jose, CA, Haeberli, P. & Akeley, K. (1990), The Accumulation Buffer: Hardware Support for High-Quality Rendering, SIGGRAPH ‘90, 309-318. Jensen, H. (1996), Global Illumination using Photon Maps, Eurographics Workshop on Rendering, 21-30. Kajiya, J. (1986), The Rendering Equation, SIGGRAPH ‘86, 143-150. Keller, A. (1997), Instant Radiosity, SIGGRAPH ‘97, 49-56. Moller, T. & Haines, E. (1999). Real-Time Rendering. MA: A K Peters Ltd. NVIDIA Melody, http://developer.nvidia.com/object/melody_home.html [January 2007] NVIDIA 6200, http://www.nvidia.com/page/geforce6200_agp.html [January 2007] NVIDIA 6800, http://www.nvidia.com/page/geforce_6800.html [January 2007] Segal, M., et al (1992), Fast Shadows and Lighting Effects Using Texture Mapping, SIGGRAPH ‘92, ‘249-252. Sloan, P., Kautz, J., & Snyder, J. (2002). Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments, SIGGRAPH '02, 527-536. Xiao, D. He (1991), A Comprehensive Physical Model for Light Reflection, Computer Graphics, Vol. 25, 175-186.
|