-
Notifications
You must be signed in to change notification settings - Fork 28
Expand file tree
/
Copy pathrefs.html
More file actions
2354 lines (2323 loc) · 733 KB
/
refs.html
File metadata and controls
2354 lines (2323 loc) · 733 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<title>Real-Time Rendering Bibliography - 4th Edition</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<link rel="shortcut icon" href="favicon.ico" type="image/x-icon" />
<link rel="icon" href="favicon.ico" type="image/x-icon" />
<link rel="stylesheet" href="rtr4.css" type="text/css" />
</head>
<body>
<div id="wrapper">
<div id="header">
<div id="rtr3-header-image">
<table width="100%" border="0" cellspacing="0" cellpadding="0">
<tr bgcolor="#10304B">
<td>
<a href="http://www.realtimerendering.com/blog">
<img src="rtr-header.png" alt="Header image" width="410" height="106" />
</a>
</td>
</tr>
</table>
</div>
<div id="navigation" class="clearfix">
<ul class="primary">
<li><a href="http://www.realtimerendering.com/blog/" rel="home">Blog</a></li>
<li><a title="Recommended books" href="books.html">Graphics Books</a></li>
<li><a title="Object / object intersection page" href="intersections.html">Intersections</a></li>
<li><a title="Sites we like" href="portal.html">Portal</a></li>
<li><a title="Ray Tracing Resources" href="raytracing.html">Ray tracing</a></li>
<li><a title="Main resources page" href="index.html">Resources</a></li>
<li><a title="USD and glTF Resources" href="usd_gltf.html">USD & glTF</a></li>
<li><a title="WebGL/three.js Resources" href="webgl.html">WebGL</a></li>
</ul>
</div>
</div>
<div id="content" class="clearfix">
<table width="100%" border="0" cellspacing="0" cellpadding="0">
<tr>
<td class="pageName"><i>Real-Time Rendering, 4th Edition</i> Bibliography</td>
</tr>
<tr>
<td valign="top"><img src="spacer.gif" alt="" height="6" border="0"></td>
</tr>
<tr>
<td class="bodyText">
<div class="metadata">
Last changed: January 11, 2025
</div>
<P>This is the hyperlinked bibliography of the Fourth Edition of the book <a href="http://realtimerendering.com"><I>Real-Time Rendering</I></a>. Since many of the references have web resources associated with them, we have made this hyperlinked version of the bibliography available.
The bibliography for the online <a href="./Real-Time_Rendering_4th-Collision_Detection.pdf"><B>Collision Detection</B></a> chapter is <a href="#colldet">near the end</a> of this page, <a href="#raytracing">as is that</a> for the <a href="./Real-Time_Rendering_4th-Real-Time_Ray_Tracing.pdf">Real-Time Ray Tracing</a> chapter.
These are followed by <a href="#colldet">the bibliography</a> for the online <a href="./Real-Time_Rendering_4th-Appendices.pdf"><I>Real-Time Rendering</I> appendices</a>.
The <a href="refs1.html">First</a>, <a href="refs2.html">Second</a>, and <a href="refs3.html">Third</a> Edition bibliographies are also available.
<P>If we don't have a link or the link is dead, try <a href="http://scholar.google.com/"><b>Google Scholar</b></a> to find papers. We mostly avoid linking to content behind paywalls, unless the page itself is useful. Chrome has a handy <a href="https://chrome.google.com/webstore/detail/google-scholar-button/ldipcbpaocekfooobnbcddclnhejkcpn">Google Scholar Button</a> plug-in that makes it easier still. You can also try <a href="https://archive.org/">The Wayback Machine</a>; just paste in the URL and see if it's been archived. Better yet, use <a href="https://chrome.google.com/webstore/detail/wayback-machine/fpnmgdkabkmnadcjpehmlllkndpkmiak">this Chrome extension</a> to easily see if there's an archived copy.
<P>
We link to the Amazon page for a book if there is "Look inside" information available for it. You should also search <a href="https://books.google.com/">Google Books</a> for the book, as sometimes the information you need is available there.
<P>
If you would rather choose a link at random or just feel like burning bandwidth, try <a href="random.html">this page</a>.
<OL>
<LI> Aalto, Tatu, "Experiments with DirectX Raytracing in Remedy's Northlight Engine," <I>Game Developers Conference</I>, Mar. 19, 2018. <br><a href="https://www.remedygames.com/experiments-with-directx-raytracing-in-remedys-northlight-engine/">https://www.remedygames.com/experiments-with-directx-raytracing-in-remedys-northlight-engine/</a>
<LI> Aaltonen, Sebastian, "Modern Textureless Deferred Rendering Techniques," <I>Beyond3D Forum</I>, Feb. 28, 2016. <br><a href="https://forum.beyond3d.com/threads/modern-textureless-deferred-rendering-techniques.57611/">https://forum.beyond3d.com/threads/modern-textureless-deferred-rendering-techniques.57611/</a>
<LI> Abbas, Wasim, "Practical Analytic 2D Signed Distance Field Generation," in <I>ACM SIGGRAPH 2016 Talks</I>, article no. 68, July 2016.
<LI> Abrash, Michael, <I>Michael Abrash's Graphics Programming Black Book</I>, Special Edition, The Coriolis Group, Inc., 1997. <br><a href="http://giant.pourri.ch/Graphics%20Programming%20Black%20Book/Graphics%20Programming%20Black%20Book.pdf">http://giant.pourri.ch/Graphics%20Programming%20Black%20Book/Graphics%20Programming%20Black%20Book.pdf</a> <br><a href="http://www.jagregory.com/abrash-black-book/">http://www.jagregory.com/abrash-black-book/</a>
<LI> Abrash, Michael, "Latency--The <I>sine qua non</I> of AR and VR," <I>Ramblings in Valve Time</I> blog, Dec. 29, 2012. <br><a href="http://blogs.valvesoftware.com/abrash/down-the-vr-rabbit-hole-fixing-judder/">http://blogs.valvesoftware.com/abrash/down-the-vr-rabbit-hole-fixing-judder/</a>
<LI> Abrash, Michael, "Raster-Scan Displays: More Than Meets The Eye," <I>Ramblings in Valve Time</I> blog, Jan. 28, 2013. <br><a href="http://blogs.valvesoftware.com/abrash/raster-scan-displays-more-than-meets-the-eye/">http://blogs.valvesoftware.com/abrash/raster-scan-displays-more-than-meets-the-eye/</a>
<LI> Abrash, Michael, "Down the VR Rabbit Hole: Fixing Judder," <I>Ramblings in Valve Time</I> blog, July 26, 2013. <br><a href="http://blogs.valvesoftware.com/abrash/latency-the-sine-qua-non-of-ar-and-vr/">http://blogs.valvesoftware.com/abrash/latency-the-sine-qua-non-of-ar-and-vr/</a>
<LI> Abrash, Michael, "Oculus Chief Scientist Predicts the Next 5 Years of VR Technology," <I>Road to VR</I> website, Nov. 4, 2016. <br><a href="http://www.roadtovr.com/michael-abrash-explores-next-5-years-vr-technology/">http://www.roadtovr.com/michael-abrash-explores-next-5-years-vr-technology/</a>
<LI> Adams, Ansel, <I>The Camera</I>, Little, Brown and Company, 1980.
<LI> Adams, Ansel, <I>The Negative</I>, Little, Brown and Company, 1981.
<LI> Adams, Ansel, <I>The Print</I>, Little, Brown and Company, 1983.
<LI> Adorjan, Matthias, <I>OpenSfM: A Collaborative Structure-from-Motion System</I>, Diploma thesis in Visual Computing, Vienna University of Technology, 2016. <br><a href="https://www.cg.tuwien.ac.at/research/publications/2015/Adorjan-2015/Adorjan-2015-thesis.pdf">https://www.cg.tuwien.ac.at/research/publications/2015/Adorjan-2015/Adorjan-2015-thesis.pdf</a>
<LI> Aila, Timo, and Ville Miettinen, "dPVS: An Occlusion Culling System for Massive Dynamic Environments," <I>IEEE Computer Graphics and Applications</I>, vol. 24, no. 2, pp. 86-97, Mar. 2004. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.230.608&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.230.608&rep=rep1&type=pdf</a>
<LI> Aila, Timo, and Samuli Laine, "Alias-Free Shadow Maps," in <I>Eurographics Symposium on Rendering</I>, Eurographics Association, pp. 161-166, June 2004. <br><a href="https://research.nvidia.com/sites/default/files/publications/aila2004egsr_paper.pdf">https://research.nvidia.com/sites/default/files/publications/aila2004egsr_paper.pdf</a>
<LI> Aila, Timo, and Samuli Laine, "Understanding the Efficiency of Ray Traversal on GPUs," <I>High Performance Graphics</I>, pp. 145-149, 2009. <br><a href="http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/aila09_gpu_rt.pdf">http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/aila09_gpu_rt.pdf</a> <br><a href="http://highperformancegraphics.net/previous/www_2009/presentations/aila-understanding.pdf">http://highperformancegraphics.net/previous/www_2009/presentations/aila-understanding.pdf</a>
<LI> Aila, Timo, Samuli Laine, and Tero Karras, "Understanding the Efficiency of Ray Traversal on GPUs--Kepler and Fermi Addendum," Technical Report NVR-2012-02, NVIDIA, 2012. <br><a href="http://research.nvidia.com/sites/default/files/publications/nvr-2012-02.pdf">http://research.nvidia.com/sites/default/files/publications/nvr-2012-02.pdf</a>
<LI> Airey, John M., John H. Rohlf, and Frederick P. Brooks Jr., "Towards Image Realism with Interactive Update Rates in Complex Virtual Building Environments," <I>ACM SIGGRAPH Computer Graphics (Symposium on Interactive 3D Graphics)</I>, vol. 24, no. 2, pp. 41-50, Mar. 1990. <br><a href="http://www.cs.unc.edu/techreports/90-001.pdf">http://www.cs.unc.edu/techreports/90-001.pdf</a>
<LI> Airey, John M., <I>Increasing Update Rates in the Building Walkthrough System with Automatic Model-Space Subdivision and Potentially Visible Set Calculations</I>, PhD thesis, Technical Report TR90-027, Department of Computer Science, University of North Carolina at Chapel Hill, July 1990. <br><a href="http://www.cs.unc.edu/techreports/90-027.pdf">http://www.cs.unc.edu/techreports/90-027.pdf</a>
<LI> Akeley, K., P. Haeberli, and D. Burns, tomesh.c, a C-program on the <I>SGI Developer's Toolbox CD</I>, 1990.
<LI> Akeley, Kurt, and Pat Hanrahan, "Real-Time Graphics Architectures," Course CS448A Notes, Stanford University, Fall 2001. <br><a href="http://graphics.stanford.edu/courses/cs448a-01-fall">http://graphics.stanford.edu/courses/cs448a-01-fall</a>
<LI> Akenine-Möller, Tomas, "Fast 3D Triangle-Box Overlap Testing," <I>journal of graphics tools</I>, vol. 6, no. 1, pp. 29-33, 2001. <br><a href="http://fileadmin.cs.lth.se/cs/personal/tomas_akenine-moller/pubs/tribox.pdf">http://fileadmin.cs.lth.se/cs/personal/tomas_akenine-moller/pubs/tribox.pdf</a> <br><a href="https://www.tandfonline.com/doi/abs/10.1080/10867651.2001.10487535">https://www.tandfonline.com/doi/abs/10.1080/10867651.2001.10487535</a>
<LI> Akenine-Möller, Tomas, and Jacob Ström, "Graphics for the Masses: A Hardware Rasterization Architecture for Mobile Phones," <I>ACM Transactions on Graphics</I>, vol. 22, no. 3, pp. 801-808, 2003. <br><a href="https://pdfs.semanticscholar.org/f39b/0c8e47a56bb8ebd355a6000a120bd64187d2.pdf">https://pdfs.semanticscholar.org/f39b/0c8e47a56bb8ebd355a6000a120bd64187d2.pdf</a>
<LI> Akenine-Möller, Tomas, and Ulf Assarsson, "On the Degree of Vertices in a Shadow Volume Silhouette," <I>journal of graphics tools</I>, vol. 8, no. 4, pp. 21-24, 2003. <br><a href="https://www.tandfonline.com/doi/abs/10.1080/10867651.2003.10487591">https://www.tandfonline.com/doi/abs/10.1080/10867651.2003.10487591</a>
<LI> Akenine-Möller, T., and T. Aila, "Conservative and Tiled Rasterization Using a Modified Triangle Setup," <I>journal of graphics tools</I>, vol. 10, no. 3, pp. 1-8, 2005. <br><a href="https://pdfs.semanticscholar.org/92ee/37fb6ba0c710bcc53d73ac5a893de76d4211.pdf">https://pdfs.semanticscholar.org/92ee/37fb6ba0c710bcc53d73ac5a893de76d4211.pdf</a> <br><a href="https://www.tandfonline.com/doi/abs/10.1080/2151237X.2005.10129198">https://www.tandfonline.com/doi/abs/10.1080/2151237X.2005.10129198</a>
<LI> Akenine-Möller, Tomas, and Björn Johnsson, "Performance per What?" <I>Journal of Computer Graphics Techniques</I>, vol. 1, no. 18, pp. 37-41, 2012. <br><a href="http://jcgt.org/published/0001/01/03/">http://jcgt.org/published/0001/01/03/</a>
<LI> Akenine-Möller, Tomas, "Some Notes on Graphics Hardware," <I>Tomas Akenine-Möller</I> webpage, Nov. 27, 2012. <br><a href="http://fileadmin.cs.lth.se/cs/Personal/Tomas_Akenine-Moller/gh20121127.pdf">http://fileadmin.cs.lth.se/cs/Personal/Tomas_Akenine-Moller/gh20121127.pdf</a>
<LI> Akin, Atilla, "Pushing the Limits of Realism of Materials," <I>Maxwell Render</I> blog, Nov. 26, 2014. <br><a href="http://blog.maxwellrender.com/tips/pushing-the-limits-of-realism-of-materials/">http://blog.maxwellrender.com/tips/pushing-the-limits-of-realism-of-materials/</a>
<LI> Alexa, Marc, "Recent Advances in Mesh Morphing," <I>Computer Graphics Forum</I>, vol. 21, no. 2, pp. 173-197, 2002. <br><a href="https://www.cmlab.csie.ntu.edu.tw/~robin/courses/gm13/note/morphing-prn.pdf">https://www.cmlab.csie.ntu.edu.tw/~robin/courses/gm13/note/morphing-prn.pdf</a>
<LI> Alexa, M., and T. Boubekeur, "Subdivision Shading," <I>ACM Transactions on Graphics</I>, vol. 27, no. 5, pp. 142:1-142:3, 2008.
<LI> Aliaga, Daniel G., and Anselmo Lastra, "Automatic Image Placement to Provide a Guaranteed Frame Rate," in <I>SIGGRAPH '99: Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM Press/Addison-Wesley Publishing Co., pp. 307-316, Aug. 1999. <br><a href="http://www.cs.upc.edu/~pere/PapersWeb/SC/AliagaLastra.pdf">http://www.cs.upc.edu/~pere/PapersWeb/SC/AliagaLastra.pdf</a>
<LI> AMD, "AMD PowerTune Technology," AMD website, 2011. <br><a href="https://www.amd.com/Documents/PowerTune_whitepaper_WEB.pdf">https://www.amd.com/Documents/PowerTune_whitepaper_WEB.pdf</a>
<LI> AMD, "AMD Graphics Cores Next (GCN) Architecture," AMD website, 2012. <br><a href="https://www.amd.com/Documents/GCN_Architecture_whitepaper.pdf">https://www.amd.com/Documents/GCN_Architecture_whitepaper.pdf</a>
<LI> AMD, "Asynchronous Shaders: Unlocking the Full Potential of the GPU," AMD website, 2015. <br><a href="https://web.archive.org/web/20160312150423/http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Asynchronous-Shaders-White-Paper-FINAL.pdf">https://web.archive.org/web/20160312150423/http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Asynchronous-Shaders-White-Paper-FINAL.pdf</a>
<LI> AMD, "Radeon: Dissecting the Polaris Architecture," AMD website, 2016. <br><a href="http://radeon.com/_downloads/polaris-whitepaper-4.8.16.pdf">http://radeon.com/_downloads/polaris-whitepaper-4.8.16.pdf</a>
<LI> AMD, "Radeon's Next-Generation Vega Architecture," AMD website, 2017. <br><a href="https://mslcourses.com/CS6461Reference/Grahpics%20Processors/vega-whitepaper-11.6.17.pdf">https://mslcourses.com/CS6461Reference/Grahpics%20Processors/vega-whitepaper-11.6.17.pdf</a>
<LI> AMD, GPUOpen, "TressFX," <I>GitHub</I> repository, 2017. <br><a href="https://github.com/GPUOpen-Effects/TressFX">https://github.com/GPUOpen-Effects/TressFX</a>
<LI> American Society for Photogrammetry & Remote Sensing, "LAS Specification, Version 1.4--R13," <I>asprs.org</I>, July 15, 2013. <br><a href="https://www.asprs.org/a/society/committees/standards/LAS_1_4_r13.pdf">https://www.asprs.org/a/society/committees/standards/LAS_1_4_r13.pdf</a>
<LI> Anagnostou, Kostas, "How Unreal Renders a Frame," <I>Interplay of Light</I> blog, Oct. 24, 2017. <br><a href="https://interplayoflight.wordpress.com/2017/10/25/how-unreal-renders-a-frame/amp/">https://interplayoflight.wordpress.com/2017/10/25/how-unreal-renders-a-frame/amp/</a>
<LI> Anderson, Eric A., "Building Obduction: Cyan's Custom UE4 Art Tools," <I>Game Developers Conference</I>, Mar. 2016. <br><a href="http://twvideo01.ubm-us.net/o1/vault/gdc2016/Presentations/Anderson_Eric_BuildingObduction.pdf">http://twvideo01.ubm-us.net/o1/vault/gdc2016/Presentations/Anderson_Eric_BuildingObduction.pdf</a>
<LI> Andersson, Johan, "Terrain Rendering in Frostbite Using Procedural Shader Splatting," <I>SIGGRAPH Advanced Real-Time Rendering in 3D Graphics and Games course</I>, Aug. 2007. <br><a href="https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/chapter5-andersson-terrain-rendering-in-frostbite.pdf">https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/chapter5-andersson-terrain-rendering-in-frostbite.pdf</a>
<LI> Andersson, Johan, and Daniel Johansson, "Shadows & Decals: D3D10 Techniques from Frostbite," <I>Game Developers Conference</I>, Mar. 2009. <br><a href="https://web.archive.org/web/20150909062243/http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Shadows%20and%20Decals%20in%20the%20Frostbite%20Engine.pps">https://web.archive.org/web/20150909062243/http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Shadows%20and%20Decals%20in%20the%20Frostbite%20Engine.pps</a> <br><a href="http://www.gdcvault.com/play/1661/(100)-Advanced-Visual-Effects-with">http://www.gdcvault.com/play/1661/(100)-Advanced-Visual-Effects-with</a>
<LI> Andersson, Johan, "Parallel Graphics in Frostbite--Current & Future," <I>SIGGRAPH Beyond Programmable Shading course</I>, Aug. 2009. <br><a href="http://s09.idav.ucdavis.edu/">http://s09.idav.ucdavis.edu/</a>
<LI> Andersson, Johan, "DirectX 11 Rendering in <I>Battlefield 3</I>," <I>Game Developers Conference</I>, Mar. 2011. <br><a href="http://www.dice.se/news/directx-11-rendering-battlefield-3/">http://www.dice.se/news/directx-11-rendering-battlefield-3/</a>
<LI> Andersson, Johan, "Shiny PC Graphics in <I>Battlefield 3</I>," <I>GeForce LAN</I>, Oct. 2011. <br><a href="https://www.slideshare.net/DICEStudio/shiny-pc-graphics-in-battlefield-3/32-Particle_lighting">https://www.slideshare.net/DICEStudio/shiny-pc-graphics-in-battlefield-3/32-Particle_lighting</a>
<LI> Andersson, Johan, "Parallel Futures of a Game Engine," <I>Intel Dynamic Execution Environment Symposium</I>, May 2012. <br><a href="http://www.dice.se/news/parallel-futures-game-engine-2/">http://www.dice.se/news/parallel-futures-game-engine-2/</a>
<LI> Andersson, Johan, "The Rendering Pipeline--Challenges & Next Steps," <I>SIGGRAPH Open Problems in Real-Time Rendering course</I>, Aug. 2015. <br><a href="https://www.slideshare.net/repii/the-rendering-pipeline-challenges-next-steps">https://www.slideshare.net/repii/the-rendering-pipeline-challenges-next-steps</a>
<LI> Andersson, Johan, and Colin Barré-Brisebois, "Shiny Pixels and Beyond: Real-Time Raytracing at SEED," <I>Game Developers Conference</I>, Mar. 2018. <br><a href="https://www.ea.com/seed/news/seed-gdc-2018-presentation-slides-shiny-pixels">https://www.ea.com/seed/news/seed-gdc-2018-presentation-slides-shiny-pixels</a>
<LI> Andersson, M., J. Hasselgren, R. Toth, and T. Akenine-Möller, "Adaptive Texture Space Shading for Stochastic Rendering," <I>Computer Graphics Forum</I>, vol. 33, no. 2, pp. 341-350, 2014. <br><a href="https://pdfs.semanticscholar.org/c187/9a382bae47dab81a2a44a3019a8e18e92fc5.pdf">https://pdfs.semanticscholar.org/c187/9a382bae47dab81a2a44a3019a8e18e92fc5.pdf</a>
<LI> Andersson, Magnus, <I>Algorithmic Improvements for Stochastic Rasterization & Depth Buffering</I>, PhD thesis, Lund University, Oct. 2015. <br><a href="https://lup.lub.lu.se/search/publication/3a3dec14-811b-41ad-a424-242a8ab5dd46">https://lup.lub.lu.se/search/publication/3a3dec14-811b-41ad-a424-242a8ab5dd46</a>
<LI> Andersson, M., J. Hasselgren, and T. Akenine-Möller, "Masked Depth Culling for Graphics Hardware," <I>ACM Transactions on Graphics</I>, vol. 34, no. 6, pp. 188:1-188:9, 2015.
<LI> Andreev, Dmitry, "Real-Time Frame Rate Up-Conversion for Video Games," in <I>ACM SIGGRAPH 2010 Talks</I>, ACM, article no. 16, July 2010. <br><a href="http://and.intercon.ru/releases/talks/rtfrucvg/">http://and.intercon.ru/releases/talks/rtfrucvg/</a> <br><a href="http://and.intercon.ru/rtfrucvg_html_slides/">http://and.intercon.ru/rtfrucvg_html_slides/</a>
<LI> Andreev, Dmitry, "Anti-Aliasing from a Different Perspective," <I>Game Developers Conference</I>, Mar. 2011. <br><a href="http://iryoku.com/aacourse/downloads/12-Anti-Aliasing-from-a-Different-Perspective-(DLAA).pdf">http://iryoku.com/aacourse/downloads/12-Anti-Aliasing-from-a-Different-Perspective-(DLAA).pdf</a>
<LI> Anguelov, Bobby, "DirectX10 Tutorial 10: Shadow Mapping Part 2," <I>Taking Initiative</I> blog, May 25, 2011. <br><a href="https://takinginitiative.wordpress.com/2011/05/25/directx10-tutorial-10-shadow-mapping-part-2/">https://takinginitiative.wordpress.com/2011/05/25/directx10-tutorial-10-shadow-mapping-part-2/</a>
<LI> Annen, Thomas, Jan Kautz, Frédo Durand, and Hans-Peter Seidel, "Spherical Harmonic Gradients for Mid-Range Illumination," in <I>Proceedings of the Fifteenth Eurographics Conference on Rendering Techniques</I>, Eurographics Association, pp. 331-336, June 2004. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.127.6952&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.127.6952&rep=rep1&type=pdf</a>
<LI> Annen, Thomas, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, and Jan Kautz, "Convolution Shadow Maps," in <I>Proceedings of the 18th Eurographics Conference on Rendering Techniques</I>, Eurographics Association, pp. 51-60, June 2007. <br><a href="https://pdfs.semanticscholar.org/ffbf/40c1b60997917c4c7e4b40563610a34a34b3.pdf">https://pdfs.semanticscholar.org/ffbf/40c1b60997917c4c7e4b40563610a34a34b3.pdf</a>
<LI> Annen, Thomas, Tom Mertens, Hans-Peter Seidel, Eddy Flerackers, and Jan Kautz, "Exponential Shadow Maps," in <I>Graphics Interface 2008</I>, Canadian Human-Computer Communications Society, pp. 155-161, May 2008. <br><a href="https://pdfs.semanticscholar.org/9bfb/a4cf4102deeaac9671a1c4d0c0c8f0e99d0c.pdf">https://pdfs.semanticscholar.org/9bfb/a4cf4102deeaac9671a1c4d0c0c8f0e99d0c.pdf</a>
<LI> Annen, Thomas, Zhao Dong, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, and Jan Kautz, "Real-Time, All-Frequency Shadows in Dynamic Scenes," <I>ACM Transactions on Graphics</I>, vol. 27, no. 3, article no. 34, Aug. 2008. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.152.7245&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.152.7245&rep=rep1&type=pdf</a>
<LI> Ansari, Marwan Y., "Image Effects with DirectX 9 Pixel Shaders," in Wolfgang Engel, ed., <I>ShaderX<sup>2</sup>: Shader Programming Tips and Tricks with DirectX 9</I>, pp. 481-518, Wordware, 2004. <br><a href="http://www.realtimerendering.com/resources/shaderx/">http://www.realtimerendering.com/resources/shaderx/</a>
<LI> Answer, James, "Fast and Flexible: Technical Art and Rendering for The Unknown," <I>Game Developers Conference</I>, Mar. 2016. <br><a href="https://drive.google.com/file/d/0B8U5MJ4Ll3Eid0w4S3NvZDNzNXM/view">https://drive.google.com/file/d/0B8U5MJ4Ll3Eid0w4S3NvZDNzNXM/view</a> <br><a href="https://www.youtube.com/watch?v=ClRtgeUsdOg">https://www.youtube.com/watch?v=ClRtgeUsdOg</a>
<LI> Antoine, François, Ryan Brucks, Brian Karis, and Gavin Moran, "The Boy, the Kite and the 100 Square Mile Real-Time Digital Backlot," in <I>ACM SIGGRAPH 2015 Talks</I>, ACM, article no. 20, Aug. 2015.
<LI> Antonio, Franklin, "Faster Line Segment Intersection," in David Kirk, ed., <I>Graphics Gems III</I>, pp. 199-202, Academic Press, 1992. <br><a href="http://www.graphicsgems.org">http://www.graphicsgems.org</a> <br><a href="https://smile.amazon.com/Graphics-Gems-3-IBM-Version/dp/0124096735?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-3-IBM-Version/dp/0124096735</a>
<LI> Antonov, Michael, "Asynchronous Timewarp Examined," <I>Oculus Developer Blog</I>, Mar. 3, 2015. <br><a href="https://developer3.oculus.com/blog/asynchronous-timewarp-examined/">https://developer3.oculus.com/blog/asynchronous-timewarp-examined/</a>
<LI> Apodaca, Anthony A., and Larry Gritz, <I>Advanced RenderMan: Creating CGI for Motion Pictures</I>, Morgan Kaufmann, 1999. <br><a href="https://smile.amazon.com/Advanced-RenderMan-Creating-Pictures-Kaufmann/dp/1558606181?tag=realtimerenderin">https://smile.amazon.com/Advanced-RenderMan-Creating-Pictures-Kaufmann/dp/1558606181</a>
<LI> Apodaca, Anthony A., "How PhotoRealistic RenderMan Works," in <I>Advanced RenderMan: Creating CGI for Motion Pictures</I>, Morgan Kaufmann, Chapter 6, 1999. Also in <I>SIGGRAPH Advanced RenderMan 2: To RI_INFINITY and Beyond course</I>, July 2000. <br><a href="http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/advancedprman_ch6.pdf">http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/advancedprman_ch6.pdf</a> <br><a href="https://smile.amazon.com/Advanced-RenderMan-Creating-Pictures-Kaufmann/dp/1558606181?tag=realtimerenderin">https://smile.amazon.com/Advanced-RenderMan-Creating-Pictures-Kaufmann/dp/1558606181</a>
<LI> Apple, "ARKit," Apple developer website. <br><a href="https://developer.apple.com/documentation/arkit?language=objc">https://developer.apple.com/documentation/arkit?language=objc</a>
<LI> Apple, "OpenGL ES Programming Guide for iOS," Apple developer website. <br><a href="https://developer.apple.com/library/content/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Introduction/Introduction.html">https://developer.apple.com/library/content/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Introduction/Introduction.html</a>
<LI> de Araújo, B. R., D. S. Lopes, P. Jepp, J. A. Jorge, and B. Wyvill, "A Survey on Implicit Surface Polygonization," <I>ACM Computing Surveys</I>, vol. 47, no. 4, pp. 60:1-60:39, 2015. <br><a href="http://webhome.cs.uvic.ca/~blob/publications/survey.pdf">http://webhome.cs.uvic.ca/~blob/publications/survey.pdf</a>
<LI> Arge, Lars, Gerth Stølting Brodal, and Rolf Fagerberg, "Cache-Oblivious Data Structures," in Dinesh P. Mehta and Sartaj Sahni, eds., <I>Handbook of Data Structures and Applications</I>, Second Edition, Chapman and Hall/CRC Press, Chapter 35, 2018. <br><a href="https://smile.amazon.com/Handbook-Structures-Applications-Computer-Information/dp/149870185X?tag=realtimerenderin">https://smile.amazon.com/Handbook-Structures-Applications-Computer-Information/dp/149870185X</a>
<LI> ARM Limited, "ARM® Mali™ Application Developer Best Practices, Version 1.0," ARM documentation, Feb. 27, 2017. <br><a href="https://static.docs.arm.com/100019/0100/arm_mali_application_developer_best_practices_developer_guide_100019_0100_00_en2.pdf">https://static.docs.arm.com/100019/0100/arm_mali_application_developer_best_practices_developer_guide_100019_0100_00_en2.pdf</a>
<LI> Arvo, James, "A Simple Method for Box-Sphere Intersection Testing," in Andrew S. Glassner, ed., <I>Graphics Gems</I>, Academic Press, pp. 335-339, 1990. <br><a href="http://www.graphicsgems.org">http://www.graphicsgems.org</a> <br><a href="https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663</a>
<LI> Arvo, James, "Ray Tracing with Meta-Hierarchies," <I>SIGGRAPH Advanced Topics in Ray Tracing course</I>, Aug. 1990. <br><a href="http://www.cs.caltech.edu/~arvo/papers.html">http://www.cs.caltech.edu/~arvo/papers.html</a>
<LI> Arvo, James, ed., <I>Graphics Gems II</I>, Academic Press, 1991. <br><a href="http://www.graphicsgems.org">http://www.graphicsgems.org</a> <br><a href="https://smile.amazon.com/Graphics-Gems-II-IBM-No/dp/0120644819?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-II-IBM-No/dp/0120644819</a>
<LI> Arvo, James, "The Irradiance Jacobian for Partially Occluded Polyhedral Sources," in <I>SIGGRAPH '94: Proceedings of the 21st Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM, pp. 343-350, July 1994. <br><a href="https://www.graphics.cornell.edu/pubs/1994/Arv94.pdf">https://www.graphics.cornell.edu/pubs/1994/Arv94.pdf</a>
<LI> Arvo, James, "Applications of Irradiance Tensors to the Simulation of non-Lambertian Phenomena," in <I>SIGGRAPH '95: Proceedings of the 22nd Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM, pp. 335-342, Aug. 1995. <br><a href="http://www.cs.virginia.edu/~jdl/bib/appearance/analytic%20models/arvo95.pdf">http://www.cs.virginia.edu/~jdl/bib/appearance/analytic%20models/arvo95.pdf</a>
<LI> Asanovic, Krste, et al., "The Landscape of Parallel Computing Research: A View from Berkeley," Technical Report No. UCB/EECS-2006-183, EECS Department, University of California, Berkeley, 2006. <br><a href="https://www2.eecs.berkeley.edu/Pubs/TechRpts/2006/EECS-2006-183.pdf">https://www2.eecs.berkeley.edu/Pubs/TechRpts/2006/EECS-2006-183.pdf</a>
<LI> Ashdown, Ian, <I>Radiosity: A Programmer's Perspective</I>, John Wiley & Sons, Inc., 1994. <br><a href="https://www.researchgate.net/profile/Ian_Ashdown/publication/220690300_Radiosity_-_a_programmer's_perspective/links/0912f4ff5f5eb42776000000/Radiosity-a-programmers-perspective.pdf">https://www.researchgate.net/profile/Ian_Ashdown/publication/220690300_Radiosity_-_a_programmer's_perspective/links/0912f4ff5f5eb42776000000/Radiosity-a-programmers-perspective.pdf</a>
<LI> Ashikhmin, Michael, and Peter Shirley, "An Anisotropic Phong Light Reflection Model," Technical Report UUCS-00-014, Computer Science Department, University of Utah, June 2000. <br><a href="http://www.cs.utah.edu/docs/techreports/2000/pdf/UUCS-00-014.pdf">http://www.cs.utah.edu/docs/techreports/2000/pdf/UUCS-00-014.pdf</a>
<LI> Ashikhmin, Michael, Simon Premoze, and Peter Shirley, "A Microfacet-Based BRDF Generator," in <I>SIGGRAPH '00: Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM Press/Addison-Wesley Publishing Co., pp. 67-74, July 2000. <br><a href="http://www.cs.utah.edu/~michael/brdfs/facets.pdf">http://www.cs.utah.edu/~michael/brdfs/facets.pdf</a>
<LI> Ashikhmin, Michael, "Microfacet-Based BRDFs," <I>SIGGRAPH State of the Art in Modeling and Measuring of Surface Reflection course</I>, Aug. 2001.
<LI> Ashikhmin, Michael, Abhijeet Ghosh, "Simple Blurry Reflections with Environment Maps," <I>journal of graphics tools</I>, vol. 7, no. 4, pp. 3-8, 2002. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.14.1070&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.14.1070&rep=rep1&type=pdf</a> <br><a href="https://www.tandfonline.com/doi/abs/10.1080/10867651.2002.10487566">https://www.tandfonline.com/doi/abs/10.1080/10867651.2002.10487566</a>
<LI> Ashikhmin, Michael, and Simon Premoze, "Distribution-Based BRDFs," Technical Report, 2007. <br><a href="http://www.cs.utah.edu/~premoze/dbrdf">http://www.cs.utah.edu/~premoze/dbrdf</a>
<LI> Asirvatham, Arul, and Hugues Hoppe, "Terrain Rendering Using GPU-Based Geometry Clipmaps," in Matt Pharr, ed., <I>GPU Gems 2</I>, Addison-Wesley, pp. 27-45, 2005. <br><a href="https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter02.html">https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter02.html</a> <br><a href="http://hhoppe.com/">http://hhoppe.com/</a>
<LI> Assarsson, Ulf, and Tomas Möller, "Optimized View Frustum Culling Algorithms for Bounding Boxes," <I>journal of graphics tools</I>, vol. 5, no. 1, pp. 9-22, 2000. <br><a href="http://www.cse.chalmers.se/~uffe/vfc.pdf">http://www.cse.chalmers.se/~uffe/vfc.pdf</a>
<LI> Atanasov, Asen, and Vladimir Koylazov, "A Practical Stochastic Algorithm for Rendering Mirror-Like Flakes," in <I>ACM SIGGRAPH 2016 Talks</I>, article no. 67, July 2016. <br><a href="https://www.researchgate.net/publication/305455468_A_practical_stochastic_algorithm_for_rendering_mirror-like_flakes">https://www.researchgate.net/publication/305455468_A_practical_stochastic_algorithm_for_rendering_mirror-like_flakes</a>
<LI> Austin, Michael, "Voxel Surfing," <I>Game Developers Conference</I>, Mar. 2016. <br><a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Austin_Michael_VoxelSurfing.pdf">http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Austin_Michael_VoxelSurfing.pdf</a> <br><a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Austin_Michael_VoxelSurfing.pptx">http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Austin_Michael_VoxelSurfing.pptx</a>
<LI> Bærentzen, J. Andreas, Steen Lund Nielsen, Mikkel Gjøl, and Bent D. Larsen, "Two Methods for Antialiased Wireframe Drawing with Hidden Line Removal," in <I>SCCG '08 Proceedings of the 24th Spring Conference on Computer Graphics</I>, ACM, pp. 171-177, Apr. 2008. <br><a href="http://www2.imm.dtu.dk/~jab/Wireframe/">http://www2.imm.dtu.dk/~jab/Wireframe/</a> <br><a href="http://orbit.dtu.dk/fedora/objects/orbit:55459/datastreams/file_3735323/content">http://orbit.dtu.dk/fedora/objects/orbit:55459/datastreams/file_3735323/content</a>
<LI> Baert, J., A. Lagae, and Ph. Dutré, "Out-of-Core Construction of Sparse Voxel Octrees," <I>Computer Graphics Forum</I>, vol. 33, no. 6, pp. 220-227, 2014. <br><a href="http://graphics.cs.kuleuven.be/publications/BLD14OCCSVO/BLD14OCCSVO_paper.pdf">http://graphics.cs.kuleuven.be/publications/BLD14OCCSVO/BLD14OCCSVO_paper.pdf</a>
<LI> Bagnell, Dan, "Graphics Tech in Cesium--Vertex Compression," <I>Cesium</I> blog, May 18, 2015. <br><a href="https://cesium.com/blog/2015/05/18/vertex-compression/">https://cesium.com/blog/2015/05/18/vertex-compression/</a>
<LI> Bahar, E., and S. Chakrabarti, "Full-Wave Theory Applied to Computer-Aided Graphics for 3D Objects," <I>IEEE Computer Graphics and Applications</I>, vol. 7, no. 7, pp. 46-60, July 1987.
<LI> Bahnassi, Homam, and Wessam Bahnassi, "Volumetric Clouds and Mega-Particles," in Wolfgang Engel, ed., <I>ShaderX<sup>5</sup></I>, Charles River Media, pp. 295-302, 2006. <br><a href="https://www.youtube.com/watch?v=UYZl4kgIpiA">https://www.youtube.com/watch?v=UYZl4kgIpiA</a>
<LI> Baker, Dan, "Advanced Lighting Techniques," <I>Meltdown 2005</I>, July 2005. <br><a href="https://www.slideshare.net/mobius.cn/advanced-lighting-techniques-dan-baker-meltdown-2005">https://www.slideshare.net/mobius.cn/advanced-lighting-techniques-dan-baker-meltdown-2005</a>
<LI> Baker, Dan, and Yannis Minadakis, "Firaxis' Civilization V: A Case Study in Scalable Game Performance," <I>Game Developers Conference</I>, Mar. 2010. <br><a href="http://www.gdcvault.com/play/1012192/Firaxis-Civilization-V-A-Case">http://www.gdcvault.com/play/1012192/Firaxis-Civilization-V-A-Case</a>
<LI> Baker, Dan, "Spectacular Specular--LEAN and CLEAN Specular Highlights," <I>Game Developers Conference</I>, Mar. 2011. <br><a href="http://twvideo01.ubm-us.net/o1/vault/gdc2011/slides/Dan_Baker_SpectacularSpecular.ppt">http://twvideo01.ubm-us.net/o1/vault/gdc2011/slides/Dan_Baker_SpectacularSpecular.ppt</a>
<LI> Baker, Dan, "Object Space Lighting," <I>Game Developers Conference</I>, Mar. 2016. <br><a href="http://www.oxidegames.com/2016/03/19/object-space-lighting-following-film-rendering-2-decades-later-in-real-time/">http://www.oxidegames.com/2016/03/19/object-space-lighting-following-film-rendering-2-decades-later-in-real-time/</a> <br><a href="http://giant.pourri.ch/Best%20Papers/Object%20Space%20Lighting.pdf">http://giant.pourri.ch/Best%20Papers/Object%20Space%20Lighting.pdf</a>
<LI> Bako, Steve, Thijs Vogels, Brian McWilliams, Mark Meyer, Jan Novák, Alex Harvill, Pradeep Sen, Tony DeRose, and Fabrice Rousselle, "Kernel-Predicting Convolutional Networks for Denoising Monte Carlo Renderings," <I>ACM Transactions on Graphics</I>, vol. 36, no. 4, article no. 97, 2017. <br><a href="https://www.ece.ucsb.edu/~psen/Papers/SIGGRAPH17_KPCN_LoRes.pdf">https://www.ece.ucsb.edu/~psen/Papers/SIGGRAPH17_KPCN_LoRes.pdf</a>
<LI> Baldwin, Doug, and Michael Weber, "Fast Ray-Triangle Intersections by Coordinate Transformation," <I>Journal of Computer Graphics Techniques</I>, vol. 5, no. 3, pp. 39-49, 2016. <br><a href="http://jcgt.org/published/0005/03/03/">http://jcgt.org/published/0005/03/03/</a>
<LI> Balestra, C., and P.-K. Engstad, "The Technology of Uncharted: Drake's Fortune," <I>Game Developers Conference</I>, Mar. 2008. <br><a href="http://aniz.tistory.com/attachment/cfile8.uf@123EAC554DA27B2922903F.pdf">http://aniz.tistory.com/attachment/cfile8.uf@123EAC554DA27B2922903F.pdf</a>
<LI> Banks, David, "Illumination in Diverse Codimensions," in <I>SIGGRAPH '94: Proceedings of the 21st Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM, pp. 327-334, July 1994. <br><a href="http://www.cs.virginia.edu/~mjh7v/bib/Banks94.pdf">http://www.cs.virginia.edu/~mjh7v/bib/Banks94.pdf</a>
<LI> Barb, C., "Texture Streaming in <I>Titanfall 2</I>," <I>Game Developers Conference</I>, Feb.-Mar. 2017. <br><a href="https://www.gdcvault.com/play/1024418/Efficient-Texture-Streaming-in-Titanfall">https://www.gdcvault.com/play/1024418/Efficient-Texture-Streaming-in-Titanfall</a>
<LI> Barber, C. B., D. P. Dobkin, and H. Huhdanpaa, "The Quickhull Algorithm for Convex Hull," Technical Report GCG53, Geometry Center, July 1993. <br><a href="https://www.researchgate.net/profile/Hannu_Huhdanpaa/publication/242414606_The_Quickhull_Algorithm_for_Convex_Hulls/links/54e5f6970cf2bff5a4f1e7db.pdf">https://www.researchgate.net/profile/Hannu_Huhdanpaa/publication/242414606_The_Quickhull_Algorithm_for_Convex_Hulls/links/54e5f6970cf2bff5a4f1e7db.pdf</a>
<LI> Barequet, G., and G. Elber, "Optimal Bounding Cones of Vectors in Three Dimensions," <I>Information Processing Letters</I>, vol. 93, no. 2, pp. 83-89, 2005. <br><a href="http://www.cs.technion.ac.il/cggc/files/gallery-pdfs/Barequet-1.pdf">http://www.cs.technion.ac.il/cggc/files/gallery-pdfs/Barequet-1.pdf</a>
<LI> Barkans, Anthony C., "Color Recovery: True-Color 8-Bit Interactive Graphics," <I>IEEE Computer Graphics and Applications</I>, vol. 17, no. 1, pp. 67-77, Jan./Feb. 1997.
<LI> Barkans, Anthony C., "High-Quality Rendering Using the Talisman Architecture," in <I>Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware</I>, ACM, pp. 79-88, Aug. 1997. <br><a href="https://diglib.eg.org/bitstream/handle/10.2312/EGGH.EGGH97.079-087/079-087.pdf;sequence=1">https://diglib.eg.org/bitstream/handle/10.2312/EGGH.EGGH97.079-087/079-087.pdf;sequence=1</a>
<LI> Barla, Pascal, Joëlle Thollot, and Lee Markosian, "X-Toon: An Extended Toon Shader," in <I>Proceedings of the 4th International Symposium on Non-Photorealistic Animation and Rendering</I>, ACM, pp. 127-132, 2006. <br><a href="http://artis.imag.fr/Publications/2006/BTM06a">http://artis.imag.fr/Publications/2006/BTM06a</a>
<LI> Barré-Brisebois, Colin, and Marc Bouchard, "Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look," <I>Game Developers Conference</I>, Feb.-Mar. 2011. <br><a href="https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/">https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/</a>
<LI> Barré-Brisebois, Colin, and Stephen Hill, "Blending in Detail," <I>Self-Shadow</I> blog, July 10, 2012. <br><a href="http://blog.selfshadow.com/publications/blending-in-detail/">http://blog.selfshadow.com/publications/blending-in-detail/</a>
<LI> Barré-Brisebois, Colin, "Hexagonal Bokeh Blur Revisited," <I>ZigguratVertigo's Hideout</I> blog, Apr. 17, 2017. <br><a href="https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited/">https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited/</a>
<LI> Barrett, Sean, "Blend Does Not Distribute Over Lerp," <I>Game Developer</I>, vol. 11, no. 10, pp. 39-41, Nov. 2004. <br><a href="http://www.gdcvault.com/gdmag">http://www.gdcvault.com/gdmag</a>
<LI> Barrett, Sean, "Sparse Virtual Textures," <I>Game Developers Conference</I>, Mar. 2008. <br><a href="http://silverspaceship.com/src/svt/">http://silverspaceship.com/src/svt/</a>
<LI> Barringer, R., M. Andersson, and T. Akenine-Möller, "Ray Accelerator: Efficient and Flexible Ray Tracing on a Heterogeneous Architecture," <I>Computer Graphics Forum</I>, vol. 36, no. 8, pp. 166-177, 2017. <br><a href="http://fileadmin.cs.lth.se/graphics/research/papers/2016/rayacc/rayacc.pdf">http://fileadmin.cs.lth.se/graphics/research/papers/2016/rayacc/rayacc.pdf</a>
<LI> Bartels, Richard H., John C. Beatty, and Brian A. Barsky, <I>An Introduction to Splines for use in Computer Graphics and Geometric Modeling</I>, Morgan Kaufmann, 1987. <br><a href="https://smile.amazon.com/Introduction-Computer-Graphics-Geometric-Modeling/dp/1558604006?tag=realtimerenderin">https://smile.amazon.com/Introduction-Computer-Graphics-Geometric-Modeling/dp/1558604006</a>
<LI> Barzel, Ronen, ed., <I>Graphics Tools--The jgt Editors' Choice</I>, A K Peters, Ltd., 2005. <br><a href="https://smile.amazon.com/Graphics-Tools-jgt-Editors-Choice/dp/1568812469?tag=realtimerenderin">https://smile.amazon.com/Graphics-Tools-jgt-Editors-Choice/dp/1568812469</a>
<LI> Batov, Vladimir, "A Quick and Simple Memory Allocator," <I>Dr. Dobbs's Portal</I>, Jan. 1, 1998. <br><a href="http://www.ddj.com/architect/184403440">http://www.ddj.com/architect/184403440</a>
<LI> Baum, Daniel R., Stephen Mann, Kevin P. Smith, and James M. Winget, "Making Radiosity Usable: Automatic Preprocessing and Meshing Techniques for the Generation of Accurate Radiosity Solutions," <I>Computer Graphics (SIGGRAPH '91 Proceedings)</I>, vol. 25, no. 4, pp. 51-60, July 1991. <br><a href="https://www.researchgate.net/profile/James_Winget/publication/220720216_Making_radiosity_usable_Automatic_preprocessing_and_meshing_techniques_for_the_generation_of_accurate_radiosity_solutions/links/54bea8fe0cf28ce68e6a4364/Making-radiosity-usable-Automatic-preprocessing-and-meshing-techniques-for-the-generation-of-accurate-radiosity-solutions.pdf">https://www.researchgate.net/profile/James_Winget/publication/220720216_Making_radiosity_usable_Automatic_preprocessing_and_meshing_techniques_for_the_generation_of_accurate_radiosity_solutions/links/54bea8fe0cf28ce68e6a4364/Making-radiosity-usable-Automatic-preprocessing-and-meshing-techniques-for-the-generation-of-accurate-radiosity-solutions.pdf</a>
<LI> Bavoil, Louis, Steven P. Callahan, Aaron Lefohn, João L. D. Comba, and Cláudio T. Silva, "Multi-Fragment Effects on the GPU Using the k-Buffer," in <I>Proceedings of the 2007 Symposium on Interactive 3D Graphics and Games</I>, ACM, pp. 97-104, Apr.-May 2007. <br><a href="http://www-rev.sci.utah.edu/publications/SCITechReports/UUSCI-2006-032.pdf">http://www-rev.sci.utah.edu/publications/SCITechReports/UUSCI-2006-032.pdf</a>
<LI> Bavoil, Louis, Steven P. Callahan, and Cláudio T. Silva, "Robust Soft Shadow Mapping with Backprojection and Depth Peeling," <I>journal of graphics tools</I>, vol. 13, no. 1, pp. 16-30, 2008. <br><a href="http://hodad.bioen.utah.edu/publications/bavoil08/jgt08.pdf">http://hodad.bioen.utah.edu/publications/bavoil08/jgt08.pdf</a> <br><a href="http://www.sci.utah.edu/publications/SCITechReports/UUSCI-2006-028.pdf">http://www.sci.utah.edu/publications/SCITechReports/UUSCI-2006-028.pdf</a> <br><a href="https://www.tandfonline.com/doi/abs/10.1080/2151237X.2008.10129254">https://www.tandfonline.com/doi/abs/10.1080/2151237X.2008.10129254</a>
<LI> Bavoil, Louis, "Advanced Soft Shadow Mapping Techniques," <I>Game Developers Conference</I>, Feb. 2008. <br><a href="http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf">http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf</a>
<LI> Bavoil, Louis, and Kevin Myers, "Order Independent Transparency with Dual Depth Peeling," NVIDIA White Paper, Feb. 2008. <br><a href="http://developer.download.nvidia.com/SDK/10/opengl/src/dual_depth_peeling/doc/DualDepthPeeling.pdf">http://developer.download.nvidia.com/SDK/10/opengl/src/dual_depth_peeling/doc/DualDepthPeeling.pdf</a>
<LI> Bavoil, Louis, and Miguel Sainz, and Rouslan Dimitrov, "Image-Space Horizon-Based Aambient Occlusion," in <I>ACM SIGGRAPH 2008 Talks</I>, ACM, article no. 22, Aug. 2008. <br><a href="http://www.students.science.uu.nl/~3220516/advancedgraphics/papers/hbao.pdf">http://www.students.science.uu.nl/~3220516/advancedgraphics/papers/hbao.pdf</a>
<LI> Bavoil, Louis, and Jon Jansen, "Particle Shadows and Cache-Efficient Post-Processing," <I>Game Developers Conference</I>, Mar. 2013. <br><a href="https://developer.nvidia.com/sites/default/files/akamai/gamedev/docs/BAVOIL_ParticleShadowsAndCacheEfficientPost.pdf">https://developer.nvidia.com/sites/default/files/akamai/gamedev/docs/BAVOIL_ParticleShadowsAndCacheEfficientPost.pdf</a> <br><a href="https://www.gdcvault.com/play/1017623/Advanced-Visual-Effects-with-DirectX">https://www.gdcvault.com/play/1017623/Advanced-Visual-Effects-with-DirectX</a>
<LI> Bavoil, Louis, and Iain Cantlay, "SetStablePowerState.exe: Disabling GPU Boost on Windows 10 for more deterministic timestamp queries on NVIDIA GPUs," <I>NVIDIA GameWorks</I> blog, Sept. 14, 2016. <br><a href="https://developer.nvidia.com/setstablepowerstateexe-%20disabling%20-gpu-boost-windows-10-getting-more-deterministic-timestamp-queries">https://developer.nvidia.com/setstablepowerstateexe-%20disabling%20-gpu-boost-windows-10-getting-more-deterministic-timestamp-queries</a>
<LI> Beacco, A., N. Pelechano, and C. Andújar, "A Survey of Real-Time Crowd Rendering," <I>Computer Graphics Forum</I>, vol. 35, no. 8, pp. 32-50, 2016. <br><a href="https://upcommons.upc.edu/bitstream/handle/2117/99231/prePrintCGF2015Survey.pdf">https://upcommons.upc.edu/bitstream/handle/2117/99231/prePrintCGF2015Survey.pdf</a>
<LI> Bec, Xavier, "Faster Refraction Formula, and Transmission Color Filtering," <I>Ray Tracing News</I>, vol. 10, no. 1, Jan. 1997. <br><a href="http://www.raytracingnews.org/rtnv10n1.html">http://www.raytracingnews.org/rtnv10n1.html</a>
<LI> Beckmann, Petr, and André Spizzichino, <I>The Scattering of Electromagnetic Waves from Rough Surfaces</I>, Pergamon Press, 1963.
<LI> Beeler, Dean, and Anuj Gosalia, "Asynchronous Timewarp on Oculus Rift," <I>Oculus Developer Blog</I>, Mar. 25, 2016. <br><a href="https://developer3.oculus.com/blog/asynchronous-timewarp-on-oculus-rift/">https://developer3.oculus.com/blog/asynchronous-timewarp-on-oculus-rift/</a>
<LI> Beeler, Dean, Ed Hutchins, and Paul Pedriana, "Asynchronous Spacewarp," <I>Oculus Developer Blog</I>, Nov. 10, 2016. <br><a href="https://developer.oculus.com/blog/asynchronous-spacewarp/">https://developer.oculus.com/blog/asynchronous-spacewarp/</a>
<LI> Beers, Andrew C., Maneesh Agrawala, and Navin Chaddha, "Rendering from Compressed Textures," in <I>SIGGRAPH '96: Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM, pp. 373-378, Aug. 1996. <br><a href="http://vis.berkeley.edu/papers/compressedtextures/compressedtextures.pdf">http://vis.berkeley.edu/papers/compressedtextures/compressedtextures.pdf</a>
<LI> Behrendt, S., C. Colditz, O. Franzke, J. Kopf, and O. Deussen, "Realistic Real-Time Rendering of Landscapes Using Billboard Clouds," <I>Computer Graphics Forum</I>, vol. 24, no. 3, pp. 507-516, 2005. <br><a href="http://www.ub.uni-konstanz.de/kops/volltexte/2007/2418/">http://www.ub.uni-konstanz.de/kops/volltexte/2007/2418/</a>
<LI> Belcour, Laurent, and Pascal Barla, "A Practical Extension to Microfacet Theory for the Modeling of Varying Iridescence," <I>ACM Transactions on Graphics (SIGGRAPH 2017)</I>, vol. 36, no. 4, pp. 65:1-65:14, July 2017. <br><a href="https://belcour.github.io/blog/research/2017/05/01/brdf-thin-film.html">https://belcour.github.io/blog/research/2017/05/01/brdf-thin-film.html</a>
<LI> Bénard, Pierre, Adrien Bousseau, and Jöelle Thollot, "State-of-the-Art Report on Temporal Coherence for Stylized Animations," <I>Computer Graphics Forum</I>, vol. 30, no. 8, pp. 2367-2386, 2011. <br><a href="https://hal.inria.fr/inria-00636210/file/paper.pdf">https://hal.inria.fr/inria-00636210/file/paper.pdf</a>
<LI> Bénard, Pierre, Lu Jingwan, Forrester Cole, Adam Finkelstein, and Jöelle Thollot, "Active Strokes: Coherent Line Stylization for Animated 3D Models," in <I>Proceedings of the International Symposium on Non-Photorealistic Animation and Rendering</I>, Eurographics Association, pp. 37-46, 2012. <br><a href="https://hal.archives-ouvertes.fr/file/index/docid/693453/filename/paper_authors.pdf">https://hal.archives-ouvertes.fr/file/index/docid/693453/filename/paper_authors.pdf</a>
<LI> Bénard, Pierre, Aaron Hertzmann, and Michael Kass, "Computing Smooth Surface Contours with Accurate Topology," <I>ACM Transactions on Graphics</I>, vol. 33, no. 2, pp. 19:1-19:21, 2014. <br><a href="http://www.labri.fr/perso/pbenard/publications/contours/">http://www.labri.fr/perso/pbenard/publications/contours/</a>
<LI> Benson, David, and Joel Davis, "Octree Textures," <I>ACM Transactions on Graphics (SIGGRAPH 2002)</I>, vol. 21, no. 3, pp. 785-790, July 2002. <br><a href="http://kucg.korea.ac.kr/Seminar/2005/src/PA-05-11.pdf">http://kucg.korea.ac.kr/Seminar/2005/src/PA-05-11.pdf</a>
<LI> Bentley, Adrian, "<I>inFAMOUS Second Son</I> Engine Postmortem," <I>Game Developers Conference</I>, Mar. 2014. <br><a href="http://adruab.net/wp-images/GDC14_infamous_second_son_engine_postmortem.pdf">http://adruab.net/wp-images/GDC14_infamous_second_son_engine_postmortem.pdf</a>
<LI> de Berg, M., M. van Kreveld, M. Overmars, and O. Schwarzkopf, <I>Computational Geometry--Algorithms and Applications</I>, Third Edition, Springer-Verlag, 2008. <br><a href="https://smile.amazon.com/Computational-Geometry-Applications-Mark-Berg/dp/3540779736?tag=realtimerenderin">https://smile.amazon.com/Computational-Geometry-Applications-Mark-Berg/dp/3540779736</a>
<LI> van den Bergen, G., "Efficient Collision Detection of Complex Deformable Models Using AABB Trees," <I>journal of graphics tools</I>, vol. 2, no. 4, pp. 1-13, 1997. Also collected in reference #112. <br><a href="https://www.tandfonline.com/doi/abs/10.1080/10867651.1997.10487480">https://www.tandfonline.com/doi/abs/10.1080/10867651.1997.10487480</a> <br><a href="https://smile.amazon.com/Graphics-Tools-jgt-Editors-Choice/dp/1568812469?tag=realtimerenderin">https://smile.amazon.com/Graphics-Tools-jgt-Editors-Choice/dp/1568812469</a>
<LI> Berger, Matthew, Andrea Tagliasacchi, Lee M. Seversky, Pierre Alliez, Gaël Guennebaud, Joshua A. Levine, Andrei Sharf, and Claudio T. Silva, "A Survey of Surface Reconstruction from Point Clouds," <I>Computer Graphics Forum</I>, vol. 36, no. 1, pp. 301-329, 2017. <br><a href="http://lgg.epfl.ch/publications/2014/reconstar/paper.pdf">http://lgg.epfl.ch/publications/2014/reconstar/paper.pdf</a> <br><a href="https://hal.inria.fr/hal-01348404/document">https://hal.inria.fr/hal-01348404/document</a>
<LI> Beyer, Johanna, Markus Hadwiger, and Hanspeter Pfister, "State-of-the-Art in GPU-Based Large-Scale Volume Visualization," <I>Computer Graphics Forum</I>, vol. 34, no. 8, pp. 13-37, 2015. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.727.3831&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.727.3831&rep=rep1&type=pdf</a>
<LI> Bezrati, Abdul, "Real-Time Lighting via Light Linked List," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, Aug. 2014. <br><a href="http://advances.realtimerendering.com/s2014/insomniac/Light%20Linked%20List.pptx">http://advances.realtimerendering.com/s2014/insomniac/Light%20Linked%20List.pptx</a> <br><a href="http://advances.realtimerendering.com/s2014/insomniac/Light%20Linked%20List.avi">http://advances.realtimerendering.com/s2014/insomniac/Light%20Linked%20List.avi</a> <br><a href="http://advances.realtimerendering.com/s2014/">http://advances.realtimerendering.com/s2014/</a>
<LI> Bezrati, Abdul, "Real-Time Lighting via Light Linked List," in Wolfgang Engel, ed., <I>GPU Pro<sup>6</sup></I>, CRC Press, pp. 183-193, 2015. <br><a href="https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1482264617?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1482264617</a>
<LI> Bier, Eric A., and Kenneth R. Sloan, Jr., "Two-Part Texture Mappings," <I>IEEE Computer Graphics and Applications</I>, vol. 6, no. 9, pp. 40-53, Sept. 1986. <br><a href="https://ieeexplore.ieee.org/abstract/document/4056986/">https://ieeexplore.ieee.org/abstract/document/4056986/</a>
<LI> Biermann, Henning, Adi Levin, and Denis Zorin, "Piecewise Smooth Subdivision Surface with Normal Control," in <I>SIGGRAPH '00: Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM Press/Addison-Wesley Publishing Co., pp. 113-120, July 2000. <br><a href="https://www.semanticscholar.org/paper/Piecewise-smooth-subdivision-surfaces-with-normal-Biermann-Zorin/22c9fd59efed110911348eda19b5acd70122d3dc">https://www.semanticscholar.org/paper/Piecewise-smooth-subdivision-surfaces-with-normal-Biermann-Zorin/22c9fd59efed110911348eda19b5acd70122d3dc</a>
<LI> Billeter, Markus, Erik Sintorn, and Ulf Assarsson, "Real-Time Multiple Scattering Using Light Propagation Volumes," in <I>Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games</I>, ACM, pp. 119-126, 2012. <br><a href="http://www.cse.chalmers.se/~uffe/multi_scatter.pdf">http://www.cse.chalmers.se/~uffe/multi_scatter.pdf</a>
<LI> Billeter, Markus, Ola Olsson, and Ulf Assarsson, "Tiled Forward Shading," in Wolfgang Engel, ed., <I>GPU Pro<sup>4</sup></I>, CRC Press, pp. 99-114, 2013. <br><a href="https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1466567430?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1466567430</a>
<LI> Billeter, Markus, "Many-Light Rendering on Mobile Hardware," <I>SIGGRAPH Real-Time Many-Light Management and Shadows with Clustered Shading course</I>, Aug. 2015. <br><a href="https://newq.net/publications/more/s2015-many-lights-course">https://newq.net/publications/more/s2015-many-lights-course</a> <br><a href="https://newq.net/dl/pub/s2015_mobile.pdf">https://newq.net/dl/pub/s2015_mobile.pdf</a>
<LI> Bilodeau, Bill, "Vertex Shader Tricks: New Ways to Use the Vertex Shader to Improve Performance," <I>Game Developers Conference</I>, Mar. 2014. <br><a href="http://www.slideshare.net/DevCentralAMD/vertex-shader-tricks-bill-bilodeau">http://www.slideshare.net/DevCentralAMD/vertex-shader-tricks-bill-bilodeau</a> <br><a href="http://www.gdcvault.com/play/1020624/Advanced-Visual-Effects-with-DirectX">http://www.gdcvault.com/play/1020624/Advanced-Visual-Effects-with-DirectX</a>
<LI> Binstock, Atman, "Optimizing VR Graphics with Late Latching," <I>Oculus Developer Blog</I>, Mar. 2, 2015. <br><a href="https://developer3.oculus.com/blog/optimizing-vr-graphics-with-late-latching/">https://developer3.oculus.com/blog/optimizing-vr-graphics-with-late-latching/</a>
<LI> Bishop, L., D. Eberly, T. Whitted, M. Finch, and M. Shantz, "Designing a PC Game Engine," <I>IEEE Computer Graphics and Applications</I>, vol. 18, no. 1, pp. 46-53, Jan./Feb. 1998. <br><a href="http://www.cse.chalmers.se/edu/year/2017/course/TDA361/Designing%20a%20PC%20Game%20Engine.pdf">http://www.cse.chalmers.se/edu/year/2017/course/TDA361/Designing%20a%20PC%20Game%20Engine.pdf</a>
<LI> Bitterli, Benedikt, <I>Benedikt Bitterli Rendering Resources</I>, <a href="https://benedikt-bitterli.me/resources">https://benedikt-bitterli.me/resources</a>, licensed under CC BY 3.0, <a href="https://creativecommons.org/licenses/by/3.0">https://creativecommons.org/licenses/by/3.0</a>. <br><a href="https://benedikt-bitterli.me/resources">https://benedikt-bitterli.me/resources</a>
<LI> Bittner, Jirí, and Jan Prikryl, "Exact Regional Visibility Using Line Space Partitioning," Technical Report TR-186-2-01-06, Institute of Computer Graphics and Algorithms, Vienna University of Technology, Mar. 2001.
<LI> Bittner, Jirí, Peter Wonka, and Michael Wimmer, "Visibility Preprocessing for Urban Scenes Using Line Space Subdivision," in <I>Pacific Graphics 2001</I>, IEEE Computer Society, pp. 276-284, Oct. 2001. <br><a href="https://www.researchgate.net/profile/Peter_Wonka/publication/3922414_Visibility_preprocessing_for_urban_scenes_using_line_spacesubdivision/links/0c96051a7772807017000000/Visibility-preprocessing-for-urban-scenes-using-line-spacesubdivision.pdf">https://www.researchgate.net/profile/Peter_Wonka/publication/3922414_Visibility_preprocessing_for_urban_scenes_using_line_spacesubdivision/links/0c96051a7772807017000000/Visibility-preprocessing-for-urban-scenes-using-line-spacesubdivision.pdf</a>
<LI> Bittner, Jirí, Oliver Mattausch, Ari Silvennoinen, and Michael Wimmer, "Shadow Caster Culling for Efficient Shadow Mapping," in <I>Symposium on Interactive 3D Graphics and Games</I>, ACM, pp. 81-88, 2011. <br><a href="https://mediatech.aalto.fi/~ari/Publications/Shadow_Caster_Culling_for_Efficient_Shadow_Mapping.pdf">https://mediatech.aalto.fi/~ari/Publications/Shadow_Caster_Culling_for_Efficient_Shadow_Mapping.pdf</a>
<LI> Bjørge, Marius, Sam Martin, Sandeep Kakarlapudi, and Jan-Harald Fredriksen, "Efficient Rendering with Tile Local Storage," in <I>ACM SIGGRAPH 2014 Talks</I>, ACM, article no. 51, July 2014. <br><a href="https://community.arm.com/graphics/b/documents/posts/efficient-rendering-with-tile-local-storage">https://community.arm.com/graphics/b/documents/posts/efficient-rendering-with-tile-local-storage</a>
<LI> Bjørge, Marius, "Moving Mobile Graphics," <I>SIGGRAPH Advanced Real-Time Shading course</I>, July 2016. <br><a href="https://www.dropbox.com/sh/afhqg6tsit20p41/AAACBQt7gW0IUHrFe60d56dKa/2016?dl=0&preview=3-mmg-siggraph2016-shadows-marius.pdf">https://www.dropbox.com/sh/afhqg6tsit20p41/AAACBQt7gW0IUHrFe60d56dKa/2016?dl=0&preview=3-mmg-siggraph2016-shadows-marius.pdf</a>
<LI> Bjorke, Kevin, "Image-Based Lighting," in Randima Fernando, ed., <I>GPU Gems</I>, Addison-Wesley, pp. 308-321, 2004. <br><a href="https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch19.html">https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch19.html</a>
<LI> Bjorke, Kevin, "High-Quality Filtering," in Randima Fernando, ed., <I>GPU Gems</I>, Addison-Wesley, pp. 391-424, 2004. <br><a href="https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch24.html">https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch24.html</a>
<LI> Blasi, Philippe, Bertrand Le Saec, and Christophe Schlick, "A Rendering Algorithm for Discrete Volume Density Objects," <I>Computer Graphics Forum</I>, vol. 12, no. 3, pp. 201-210, 1993. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.50.2357">http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.50.2357</a>
<LI> Blinn, J. F., and M. E. Newell, "Texture and Reflection in Computer Generated Images," <I>Communications of the ACM</I>, vol. 19, no. 10, pp. 542-547, Oct. 1976. <br><a href="http://papers.cumincad.org/data/works/att/186e.content.pdf">http://papers.cumincad.org/data/works/att/186e.content.pdf</a>
<LI> Blinn, James F., "Models of Light Reflection for Computer Synthesized Pictures," <I>ACM Computer Graphics (SIGGRAPH '77 Proceedings)</I>, vol. 11, no. 2, pp. 192-198, July 1977. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.131.7741&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.131.7741&rep=rep1&type=pdf</a>
<LI> Blinn, James, "Simulation of Wrinkled Surfaces," <I>Computer Graphics (SIGGRAPH '78 Proceedings)</I>, vol. 12, no. 3, pp. 286-292, Aug. 1978.
<LI> Blinn, James F., "A Generalization of Algebraic Surface Drawing," <I>ACM Transactions on Graphics</I>, vol. 1, no. 3, pp. 235-256, 1982. <br><a href="http://www.ks.uiuc.edu/Research/vmd/projects/ece498/surf/blinn82.pdf">http://www.ks.uiuc.edu/Research/vmd/projects/ece498/surf/blinn82.pdf</a>
<LI> Blinn, Jim, "Me and My (Fake) Shadow," <I>IEEE Computer Graphics and Applications</I>, vol. 8, no. 1, pp. 82-86, Jan. 1988. Also collected in reference #165.
<LI> Blinn, Jim, "Hyperbolic Interpolation," <I>IEEE Computer Graphics and Applications</I>, vol. 12, no. 4, pp. 89-94, July 1992. Also collected in reference #165.
<LI> Blinn, Jim, "Image Compositing--Theory," <I>IEEE Computer Graphics and Applications</I>, vol. 14, no. 5, pp. 83-87, Sept. 1994. Also collected in reference #166.
<LI> Blinn, Jim, <I>Jim Blinn's Corner: A Trip Down the Graphics Pipeline</I>, Morgan Kaufmann, 1996. <br><a href="https://smile.amazon.com/Jim-Blinns-Corner-Graphics-Pipeline/dp/1558603875?tag=realtimerenderin">https://smile.amazon.com/Jim-Blinns-Corner-Graphics-Pipeline/dp/1558603875</a>
<LI> Blinn, Jim, <I>Jim Blinn's Corner: Dirty Pixels</I>, Morgan Kaufmann, 1998. <br><a href="https://smile.amazon.com/Jim-Blinns-Corner-Kaufmann-Computer/dp/1558604553?tag=realtimerenderin">https://smile.amazon.com/Jim-Blinns-Corner-Kaufmann-Computer/dp/1558604553</a>
<LI> Blinn, Jim, "A Ghost in a Snowstorm," <I>IEEE Computer Graphics and Applications</I>, vol. 18, no. 1, pp. 79-84, Jan./Feb. 1998. Also collected in reference #168, Chapter 9.
<LI> Blinn, Jim, <I>Jim Blinn's Corner: Notation, Notation, Notation</I>, Morgan Kaufmann, 2002.
<LI> Blinn, Jim, "What Is a Pixel?" <I>IEEE Computer Graphics and Applications</I>, vol. 25, no. 5, pp. 82-87, Sept./Oct. 2005. <br><a href="https://ieeexplore.ieee.org/abstract/document/1510545/">https://ieeexplore.ieee.org/abstract/document/1510545/</a>
<LI> Bloomenthal, Jules, "Edge Inference with Applications to Antialiasing," <I>Computer Graphics (SIGGRAPH '83 Proceedings)</I>, vol. 17, no. 3, pp. 157-162, July 1983. <br><a href="http://www.unchainedgeometry.com/jbloom/pdf/edge-inference.pdf">http://www.unchainedgeometry.com/jbloom/pdf/edge-inference.pdf</a>
<LI> Bloomenthal, Jules, "An Implicit Surface Polygonizer," in Paul S. Heckbert, ed., <I>Graphics Gems IV</I>, Academic Press, pp. 324-349, 1994. <br><a href="http://www.unchainedgeometry.com/jbloom/pdf/polygonizer.pdf">http://www.unchainedgeometry.com/jbloom/pdf/polygonizer.pdf</a>, <br><a href="http://www.graphicsgems.org">http://www.graphicsgems.org</a> <br><a href="https://smile.amazon.com/Graphics-Gems-IV-IBM-Version/dp/0123361559?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-IV-IBM-Version/dp/0123361559</a>
<LI> Blow, Jonathan, "Mipmapping, Part 1," <I>Game Developer</I>, vol. 8, no. 12, pp. 13-17, Dec. 2001. <br><a href="https://www.gdcvault.com/gdmag">https://www.gdcvault.com/gdmag</a>
<LI> Blow, Jonathan, "Mipmapping, Part 2," <I>Game Developer</I>, vol. 9, no. 1, pp. 16-19, Jan. 2002. <br><a href="https://www.gdcvault.com/gdmag">https://www.gdcvault.com/gdmag</a>
<LI> Blow, Jonathan, "Happycake Development Notes: Shadows," <I>Happycake Development Notes</I> website, Aug. 25, 2004. <br><a href="http://number-none.com/happycake/notes_8/index.html">http://number-none.com/happycake/notes_8/index.html</a>
<LI> Blythe, David, "The Direct3D 10 System," <I>ACM Transactions on Graphics</I>, vol. 25, no. 3, pp. 724-734, July 2006. <br><a href="http://webpages.uncc.edu/krs/courses/6127/pubs/gpu/blythe_sigg06.pdf">http://webpages.uncc.edu/krs/courses/6127/pubs/gpu/blythe_sigg06.pdf</a>
<LI> Bookout, David, "Programmable Blend with Pixel Shader Ordering," <I>Intel Developer Zone</I> blog, Oct. 13, 2015. <br><a href="https://software.intel.com/en-us/articles/programmable-blend-with-pixel-shader-ordering">https://software.intel.com/en-us/articles/programmable-blend-with-pixel-shader-ordering</a>
<LI> Born, Max, and Emil Wolf, <I>Principles of Optics: Electromagnetic Theory of Propagation, Interference and Diffraction of Light</I>, Seventh Edition, Cambridge University Press, 1999. <br><a href="https://smile.amazon.com/Principles-Optics-Electromagnetic-Propagation-Interference/dp/0521642221?tag=realtimerenderin">https://smile.amazon.com/Principles-Optics-Electromagnetic-Propagation-Interference/dp/0521642221</a>
<LI> Borshukov, George, and J. P. Lewis, "Realistic Human Face Rendering for <I>The Matrix Reloaded</I>," in <I>ACM SIGGRAPH 2003 Sketches and Applications</I>, ACM, July 2003. <br><a href="http://www.virtualcinematography.org/publications/acrobat/Face-s2003.pdf">http://www.virtualcinematography.org/publications/acrobat/Face-s2003.pdf</a>
<LI> Borshukov, George, and J. P. Lewis, "Fast Subsurface Scattering," <I>SIGGRAPH Digital Face Cloning course</I>, Aug. 2005.
<LI> Botsch, Mario, Alexander Hornung, Matthias Zwicker, and Leif Kobbelt, "High-Quality Surface Splatting on Today's GPUs," in <I>Proceedings of the Second Eurographics / IEEE VGTC Symposium on Point-Based Graphics</I>, Eurographics Association, pp. 17-24, June 2005. <br><a href="https://pdfs.semanticscholar.org/4717/0d742e0b316e25035bbb9d14edc2dcd54512.pdf">https://pdfs.semanticscholar.org/4717/0d742e0b316e25035bbb9d14edc2dcd54512.pdf</a>
<LI> Boubekeur, Tamy, Patrick Reuter, and Christophe Schlick, "Scalar Tagged PN Triangles," in <I>Eurographics 2005 Short Presentations</I>, Eurographics Association, pp. 17-20, Sept. 2005. <br><a href="https://hal.inria.fr/inria-00260902/document">https://hal.inria.fr/inria-00260902/document</a> <br><a href="https://hal.inria.fr/inria-00260902/">https://hal.inria.fr/inria-00260902/</a>
<LI> Boubekeur, T., and Marc Alexa, "Phong Tessellation," <I>ACM Transactions on Graphics</I>, vol. 27, no. 5, pp. 141:1-141:5, 2008. <br><a href="https://perso.telecom-paristech.fr/boubek/papers/PhongTessellation/PhongTessellation.pdf">https://perso.telecom-paristech.fr/boubek/papers/PhongTessellation/PhongTessellation.pdf</a>
<LI> Boulton, Mike, "Static Lighting Tricks in <I>Halo 4</I>," <I>Game Developers Conference</I>, Mar. 2013. <br><a href="https://www.gdcvault.com/play/1017902/Static-Lighting-Tricks-in-Halo">https://www.gdcvault.com/play/1017902/Static-Lighting-Tricks-in-Halo</a> <br><a href="https://archive.org/details/GDC2013Boulton">https://archive.org/details/GDC2013Boulton</a>
<LI> Bouthors, Antoine, Fabrice Neyret, Nelson Max, Eric Bruneton, and Cyril Crassin, "Interactive Multiple Anisotropic Scattering in Clouds," in <I>Proceedings of the 2008 Symposium on Interactive 3D Graphics and Games</I>, ACM, pp. 173-182, 2008. <br><a href="http://www-ljk.imag.fr/Publications/Basilic/com.lmc.publi.PUBLI_Inproceedings@117681e94b6_1e9c7f4/clouds.pdf">http://www-ljk.imag.fr/Publications/Basilic/com.lmc.publi.PUBLI_Inproceedings@117681e94b6_1e9c7f4/clouds.pdf</a>
<LI> Bowles, H., K. Mitchell, B. Sumner, J. Moore, and M. Gross, "Iterative Image Warping," <I>Computer Graphics Forum</I>, vol. 31, no. 2, pp. 237-246, 2012. <br><a href="https://graphics.ethz.ch/Downloads/Publications/Papers/2012/Bow12/Bow12.pdf">https://graphics.ethz.ch/Downloads/Publications/Papers/2012/Bow12/Bow12.pdf</a>
<LI> Bowles, H., "Oceans on a Shoestring: Shape Representation, Meshing and Shading," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, July 2013. <br><a href="http://advances.realtimerendering.com/s2013/OceanShoestring_SIGGRAPH2013_Online.pptx">http://advances.realtimerendering.com/s2013/OceanShoestring_SIGGRAPH2013_Online.pptx</a>
<LI> Bowles, Huw, and Beibei Wang, "Sparkly but not too Sparkly! A Stable and Robust Procedural Sparkle Effect," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, Aug. 2015. <br><a href="http://advances.realtimerendering.com/s2015/">http://advances.realtimerendering.com/s2015/</a>
<LI> Box, Harry, <I>Set Lighting Technician's Handbook: Film Lighting Equipment, Practice, and Electrical Distribution</I>, Fourth Edition, Focal Press, 2010. <br><a href="https://smile.amazon.com/Set-Lighting-Technicians-Handbook-Distribution-ebook/dp/B00COKMA34?tag=realtimerenderin">https://smile.amazon.com/Set-Lighting-Technicians-Handbook-Distribution-ebook/dp/B00COKMA34</a>
<LI> Boyd, Stephen, and Lieven Vandenberghe, <I>Convex Optimization</I>, Cambridge University Press, 2004. Freely downloadable. <br><a href="http://www.stanford.edu/~boyd/cvxbook/">http://www.stanford.edu/~boyd/cvxbook/</a>
<LI> Brainerd, W., T. Foley, M. Kraemer, H. Moreton, and M. Nießner, "Efficient GPU Rendering of Subdivision Surfaces Using Adaptive Quadtrees," <I>ACM Transactions on Graphics</I>, vol. 35, no. 4, pp. 113:1-113:12, 2016. <br><a href="http://graphics.stanford.edu/~niessner/papers/2016/4subdiv/brainerd2016efficient.pdf">http://graphics.stanford.edu/~niessner/papers/2016/4subdiv/brainerd2016efficient.pdf</a>
<LI> Bratt, I., "The ARM Mali T880 Mobile GPU," <I>Hot Chips</I> website, 2015. <br><a href="http://www.hotchips.org/wp-content/uploads/hc_archives/hc27/HC27.25-Tuesday-Epub/HC27.25.50-GPU-Epub/HC27.25.531-Mali-T880-Bratt-ARM-2015_08_23.pdf">http://www.hotchips.org/wp-content/uploads/hc_archives/hc27/HC27.25-Tuesday-Epub/HC27.25.50-GPU-Epub/HC27.25.531-Mali-T880-Bratt-ARM-2015_08_23.pdf</a>
<LI> Brawley, Zoe, and Natalya Tatarchuk, "Parallax Occlusion Mapping: Self-Shadowing, Perspective-Correct Bump Mapping Using Reverse Height Map Tracing," in Wolfgang Engel, ed., <I>ShaderX<sup>3</sup></I>, Charles River Media, pp. 135-154, Nov. 2004.
<LI> Bredow, Rob, "Fur in <I>Stuart Little</I>," <I>SIGGRAPH Advanced RenderMan 2: To RI_INFINITY and Beyond course</I>, July 2000. <br><a href="https://nccastaff.bournemouth.ac.uk/jmacey/Renderman/Papers/infbeyond.pdf">https://nccastaff.bournemouth.ac.uk/jmacey/Renderman/Papers/infbeyond.pdf</a> <br><a href="https://185vfx.com/resources/coursenotes.html">https://185vfx.com/resources/coursenotes.html</a>
<LI> Brennan, Chris, "Accurate Environment Mapped Reflections and Refractions by Adjusting for Object Distance," in Wolfgang Engel, ed., <I>Direct3D ShaderX: Vertex & Pixel Shader Tips and Techniques</I>, Wordware, pp. 290-294, May 2002. <br><a href="http://www.realtimerendering.com/resources/shaderx/">http://www.realtimerendering.com/resources/shaderx/</a>
<LI> Brennan, Chris, "Diffuse Cube Mapping," in Wolfgang Engel, ed., <I>Direct3D ShaderX: Vertex & Pixel Shader Tips and Techniques</I>, Wordware, pp. 287-289, May 2002. <br><a href="http://www.realtimerendering.com/resources/shaderx/">http://www.realtimerendering.com/resources/shaderx/</a>
<LI> Breslav, Simon, Karol Szerszen, Lee Markosian, Pascal Barla, and Joëlle Thollot, "Dynamic 2D Patterns for Shading 3D Scenes," <I>ACM Transactions on Graphics</I>, vol. 27, no. 3, pp. 20:1-20:5, 2007. <br><a href="https://hal.archives-ouvertes.fr/hal-00171415/document">https://hal.archives-ouvertes.fr/hal-00171415/document</a>
<LI> Bridson, Robert, <I>Fluid Simulation for Computer Graphics</I>, Second Edition, CRC Press, 2015. <br><a href="https://smile.amazon.com/Fluid-Simulation-Computer-Graphics-Second/dp/1482232839?tag=realtimerenderin">https://smile.amazon.com/Fluid-Simulation-Computer-Graphics-Second/dp/1482232839</a>
<LI> Brinck, Waylon, and Andrew Maximov, "The Technical Art of <I>Uncharted 4</I>," <I>SIGGRAPH production session</I>, July 2016. <br><a href="http://advances.realtimerendering.com/other/2016/naughty_dog/NaughtyDog_TechArt_Final.pptx">http://advances.realtimerendering.com/other/2016/naughty_dog/NaughtyDog_TechArt_Final.pptx</a>
<LI> Brinkmann, Ron, <I>The Art and Science of Digital Compositing</I>, Second Edition, Morgan Kaufmann, 2008. <br><a href="https://smile.amazon.com/Art-Science-Digital-Compositing-Second/dp/0123706386?tag=realtimerenderin">https://smile.amazon.com/Art-Science-Digital-Compositing-Second/dp/0123706386</a>
<LI> Brisebois, Vincent, and Ankit Patel, "Profiling the AI Performance Boost in OptiX 5," <I>NVIDIA News Center</I>, July 31, 2017. <br><a href="https://news.developer.nvidia.com/profiling-the-ai-performance-boost-in-optix-5/">https://news.developer.nvidia.com/profiling-the-ai-performance-boost-in-optix-5/</a>
<LI> Brown, Alistair, "Visual Effects in <I>Star Citizen</I>," <I>Game Developers Conference</I>, Mar. 2015. <br><a href="https://pdfs.semanticscholar.org/presentation/4ded/b872f5ddf9653f50e07e41b460d1e56c18ba.pdf">https://pdfs.semanticscholar.org/presentation/4ded/b872f5ddf9653f50e07e41b460d1e56c18ba.pdf</a>
<LI> Brown, Gary S., "Shadowing by non-Gaussian random surfaces," <I>IEEE Transactions on Antennas and Propagation</I>, vol. 28, no. 6, pp. 788-790, 1980. <br><a href="https://ieeexplore.ieee.org/abstract/document/1142437/">https://ieeexplore.ieee.org/abstract/document/1142437/</a>
<LI> Bruneton, Eric, and Fabrice Neyret, "Precomputed Atmospheric Scattering," <I>Computer Graphics Forum</I>, vol. 27, no. 4, pp. 1079-1086, 2008. <br><a href="http://www-ljk.imag.fr/Publications/Basilic/com.lmc.publi.PUBLI_Article@11e7cdda2f7_f64b69/article.pdf">http://www-ljk.imag.fr/Publications/Basilic/com.lmc.publi.PUBLI_Article@11e7cdda2f7_f64b69/article.pdf</a> <br><a href="https://ebruneton.github.io/precomputed_atmospheric_scattering/">https://ebruneton.github.io/precomputed_atmospheric_scattering/</a> <br><a href="https://onlinelibrary.wiley.com/doi/abs/10.1111/j.1467-8659.2008.01245.x">https://onlinelibrary.wiley.com/doi/abs/10.1111/j.1467-8659.2008.01245.x</a>
<LI> Bruneton, Eric, Fabrice Neyret, and Nicolas Holzschuch, "Real-Time Realistic Ocean Lighting Using Seamless Transitions from Geometry to BRDF," <I>Computer Graphics Forum</I>, vol. 29, no. 2, pp. 487-496, 2010. <br><a href="https://hal.inria.fr/inria-00443630">https://hal.inria.fr/inria-00443630</a>
<LI> Bruneton, Eric, and Fabrice Neyret, "A Survey of Non-linear Pre-filtering Methods for Efficient and Accurate Surface Shading," <I>IEEE Transactions on Visualization and Computer Graphics</I>, vol. 18, no. 2, pp. 242-260, 2012. <br><a href="https://hal.inria.fr/file/index/docid/589940/filename/article.pdf">https://hal.inria.fr/file/index/docid/589940/filename/article.pdf</a>
<LI> Buades, Jose María, Jesús Gumbau, and Miguel Chover, "Separable Soft Shadow Mapping," <I>The Visual Computer</I>, vol. 32, no. 2, pp. 167-178, Feb. 2016. <br><a href="https://www.researchgate.net/profile/Jesus_Gumbau/publication/272381725_Separable_soft_shadow_mapping/links/54eda3c40cf25da9f7f11c4a.pdf">https://www.researchgate.net/profile/Jesus_Gumbau/publication/272381725_Separable_soft_shadow_mapping/links/54eda3c40cf25da9f7f11c4a.pdf</a>
<LI> Buchanan, J. W., and M. C. Sousa, "The Edge Buffer: A Data Structure for Easy Silhouette Rendering," in <I>Proceedings of the 1st International Symposium on Non-photorealistic Animation and Rendering</I>, ACM, pp. 39-42, June 2000. <br><a href="http://www.red3d.com/cwr/npr">http://www.red3d.com/cwr/npr</a>
<LI> Bukowski, Mike, Padraic Hennessy, Brian Osman, and Morgan McGuire, "Scalable High Quality Motion Blur and Ambient Occlusion," <I>SIGGRAPH Advances in Real-Time Rendering in 3D Graphics and Games course</I>, Aug. 2012. <br><a href="http://advances.realtimerendering.com/s2012/Vicarious%20Visions/Vicarious%20Visions%20Siggraph%202012.pdf">http://advances.realtimerendering.com/s2012/Vicarious%20Visions/Vicarious%20Visions%20Siggraph%202012.pdf</a> <br><a href="http://advances.realtimerendering.com/s2012">http://advances.realtimerendering.com/s2012</a>
<LI> Bukowski, Mike, Padraic Hennessy, Brian Osman, and Morgan McGuire, "The <I>Skylanders</I> SWAP Force Depth-of-Field Shader," in Wolfgang Engel, ed., <I>GPU Pro<sup>4</sup></I>, CRC Press, pp. 175-184, 2013. <br><a href="https://casual-effects.com/research/Bukowski2013DepthOfField/index.html">https://casual-effects.com/research/Bukowski2013DepthOfField/index.html</a> <br><a href="https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1466567430?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1466567430</a>
<LI> Bunnell, Michael, "Dynamic Ambient Occlusion and Indirect Lighting," in Matt Pharr, ed., <I>GPU Gems 2</I>, Addison-Wesley, pp. 223-233, 2005. <br><a href="https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter14.html">https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter14.html</a> <br><a href="http://download.nvidia.com/developer/GPU_Gems_2/GPU_Gems2_ch14.pdf">http://download.nvidia.com/developer/GPU_Gems_2/GPU_Gems2_ch14.pdf</a>
<LI> van der Burg, John, "Building an Advanced Particle System," <I>Gamasutra</I>, June 2000. <br><a href="http://www.gamasutra.com/view/feature/3157/building_an_advanced_particle_.php">http://www.gamasutra.com/view/feature/3157/building_an_advanced_particle_.php</a>
<LI> Burley, Brent, "Shadow Map Bias Cone and Improved Soft Shadows: Disney Bonus Section," <I>SIGGRAPH RenderMan for Everyone course</I>, Aug. 2006. <br><a href="http://dl.acm.org/citation.cfm?id=1185821&CFID=887741168&CFTOKEN=88178024">http://dl.acm.org/citation.cfm?id=1185821&CFID=887741168&CFTOKEN=88178024</a>
<LI> Burley, Brent, and Dylan Lacewell, "Ptex: Per-Face Texture Mapping for Production Rendering," in <I>Proceedings of the Nineteenth Eurographics Conference on Rendering</I>, Eurographics Association, pp. 1155-1164, 2008. <br><a href="https://pdfs.semanticscholar.org/3742/f5a0466791e341d1d18088358152699cf663.pdf">https://pdfs.semanticscholar.org/3742/f5a0466791e341d1d18088358152699cf663.pdf</a>
<LI> Burley, Brent, "Physically Based Shading at Disney," <I>SIGGRAPH Practical Physically Based Shading in Film and Game Production course</I>, Aug. 2012. <br><a href="http://blog.selfshadow.com/publications/s2012-shading-course/">http://blog.selfshadow.com/publications/s2012-shading-course/</a> <br><a href="http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_slides_v2.pdf">http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_slides_v2.pdf</a>
<LI> Burley, Brent, "Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering," <I>SIGGRAPH Physically Based Shading in Theory and Practice course</I>, Aug. 2015. <br><a href="http://blog.selfshadow.com/publications/s2015-shading-course/">http://blog.selfshadow.com/publications/s2015-shading-course/</a>
<LI> Burns, Christopher A., Kayvon Fatahalian, and William R. Mark, "A Lazy Object-Space Shading Architecture with Decoupled Sampling," in <I>Proceedings of the Conference on High-Performance Graphics</I>, Eurographics Association, pp. 19-28, June 2010. <br><a href="http://pl887.pairlitesite.com/papers/burns_shading_hpg10.pdf">http://pl887.pairlitesite.com/papers/burns_shading_hpg10.pdf</a> <br><a href="http://highperformancegraphics.org/previous/www_2010/media/Micropolygons_II/HPG2010_Micropolygons_II_Burns.pdf">http://highperformancegraphics.org/previous/www_2010/media/Micropolygons_II/HPG2010_Micropolygons_II_Burns.pdf</a>
<LI> Burns, C. A., and W. A. Hunt, "The Visibility Buffer: A Cache-Friendly Approach to Deferred Shading," <I>Journal of Computer Graphics Techniques</I>, vol. 2, no. 2, pp. 55-69, 2013. <br><a href="http://jcgt.org/published/0002/02/04/">http://jcgt.org/published/0002/02/04/</a>
<LI> Cabello, Ricardo, et al., <I>Three.js source code</I>, Release r89, Dec. 2017. <br><a href="https://github.com/mrdoob/three.js/">https://github.com/mrdoob/three.js/</a> <br><a href="https://threejs.org/examples/webgl_materials_cubemap_refraction.html">https://threejs.org/examples/webgl_materials_cubemap_refraction.html</a>
<LI> Cabral, Brian, and Leith (Casey) Leedom, "Imaging Vector Fields Using Line Integral Convolution," in <I>SIGGRAPH '93: Proceedings of the 20th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM, pp. 263-270, Aug. 1993. <br><a href="http://www.cs.umu.se/kurser/TDBD13/VT00/extra/p263-cabral.pdf">http://www.cs.umu.se/kurser/TDBD13/VT00/extra/p263-cabral.pdf</a>
<LI> Caillaud, Florian, Vincent Vidal, Florent Dupont, and Guillaume Lavoué, "Progressive compression of arbitrary textured meshes," <I>Computer Graphics Forum</I>, vol. 35, no. 7, pp. 475-484, 2016. <br><a href="https://pdfs.semanticscholar.org/61a8/83c7ec3f85e54d3c68008d54decafb54f492.pdf">https://pdfs.semanticscholar.org/61a8/83c7ec3f85e54d3c68008d54decafb54f492.pdf</a>
<LI> Calver, Dean, "Vertex Decompression in a Shader," in Wolfgang Engel, ed., <I>Direct3D ShaderX: Vertex & Pixel Shader Tips and Techniques</I>, Wordware, pp. 172-187, May 2002. <br><a href="http://www.realtimerendering.com/resources/shaderx/">http://www.realtimerendering.com/resources/shaderx/</a>
<LI> Calver, Dean, "Photo-Realistic Deferred Lighting," <I>Beyond3D.com</I> website, July 30, 2003. <br><a href="https://www.beyond3d.com/content/articles/19/1">https://www.beyond3d.com/content/articles/19/1</a>
<LI> Calver, Dean, "Accessing and Modifying Topology on the GPU," in Wolfgang Engel, ed., <I>ShaderX<sup>3</sup></I>, Charles River Media, pp. 5-19, 2004.
<LI> Calver, Dean, "Deferred Lighting on PS 3.0 with High Dynamic Range," in Wolfgang Engel, ed., <I>ShaderX<sup>3</sup></I>, Charles River Media, pp. 97-105, 2004.
<LI> Cantlay, Iain, and Andrei Tatarinov, "From Terrain to Godrays: Better Use of DX11," <I>Game Developers Conference</I>, Mar. 2014. <br><a href="https://developer.nvidia.com/sites/default/files/akamai/gameworks/events/gdc14/GDC_14_From%20Terrain%20to%20Godrays%20-%20Better%20Use%20of%20DirectX11CantlayTatarinov.pdf">https://developer.nvidia.com/sites/default/files/akamai/gameworks/events/gdc14/GDC_14_From%20Terrain%20to%20Godrays%20-%20Better%20Use%20of%20DirectX11CantlayTatarinov.pdf</a>
<LI> Card, Drew, and Jason L. Mitchell, "Non-Photorealistic Rendering with Pixel and Vertex Shaders," in Wolfgang Engel, ed., <I>Direct3D ShaderX: Vertex & Pixel Shader Tips and Techniques</I>, Wordware, pp. 319-333, May 2002. <br><a href="http://www.realtimerendering.com/resources/shaderx/">http://www.realtimerendering.com/resources/shaderx/</a>
<LI> Carling, Richard, "Matrix Inversion," in Andrew S. Glassner, ed., <I>Graphics Gems</I>, Academic Press, pp. 470-471, 1990. <br><a href="http://www.graphicsgems.org">http://www.graphicsgems.org</a> <br><a href="https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663</a>
<LI> Carmack, John, "Latency Mitigation Strategies," <I>AltDevBlog</I>, Feb. 22, 2013. <br><a href="https://web.archive.org/web/20140719085135/http://www.altdev.co/2013/02/22/latency-mitigation-strategies/">https://web.archive.org/web/20140719085135/http://www.altdev.co/2013/02/22/latency-mitigation-strategies/</a>
<LI> do Carmo, Manfred P., <I>Differential Geometry of Curves and Surfaces</I>, Prentice-Hall, Inc., 1976. <br><a href="https://smile.amazon.com/Differential-Geometry-Curves-Surfaces-Mathematics/dp/0486806995?tag=realtimerenderin">https://smile.amazon.com/Differential-Geometry-Curves-Surfaces-Mathematics/dp/0486806995</a>
<LI> Carpenter, Loren, "The A-Buffer, an Antialiased Hidden Surface Method," <I>Computer Graphics (SIGGRAPH '84 Proceedings)</I>, vol. 18, no. 3, pp. 103-108, July 1984. <br><a href="http://papers.cumincad.org/data/works/att/ce09.content.pdf">http://papers.cumincad.org/data/works/att/ce09.content.pdf</a>
<LI> Carpentier, Giliam, and Kohei Ishiyama, "<I>Decima</I>, Advances in Lighting and AA," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, Aug. 2017. <br><a href="http://advances.realtimerendering.com/s2017">http://advances.realtimerendering.com/s2017</a> <br><a href="http://advances.realtimerendering.com/s2017/DecimaSiggraph2017.pdf">http://advances.realtimerendering.com/s2017/DecimaSiggraph2017.pdf</a> <br><a href="http://advances.realtimerendering.com/s2017/DecimaSiggraph2017-final.pptx">http://advances.realtimerendering.com/s2017/DecimaSiggraph2017-final.pptx</a>
<LI> Carucci, Francesco, "Inside Geometry Instancing," in Matt Pharr, ed., <I>GPU Gems 2</I>, Addison-Wesley, pp. 47-67, 2005. <br><a href="https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter03.html">https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter03.html</a>
<LI> Castaño, Ignacio, "Lightmap Parameterization," <I>The Witness Blog</I>, Mar. 30, 2010. <br><a href="http://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/">http://the-witness.net/news/2010/03/graphics-tech-texture-parameterization/</a>
<LI> Castaño, Ignacio, "Computing Alpha Mipmaps," <I>The Witness Blog</I>, Sept. 9, 2010. <br><a href="http://the-witness.net/news/2010/09/computing-alpha-mipmaps/">http://the-witness.net/news/2010/09/computing-alpha-mipmaps/</a>
<LI> Castaño, Ignacio, "Shadow Mapping Summary--Part 1," <I>The Witness Blog</I>, Sept. 23, 2013. <br><a href="http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/">http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/</a>
<LI> Catmull, E., and R. Rom, "A Class of Local Interpolating Splines," in R. Barnhill & R. Riesenfeld, eds., <I>Computer Aided Geometric Design</I>, Academic Press, pp. 317-326, 1974.
<LI> Catmull, E., <I>A Subdivision Algorithm for Computer Display of Curved Surfaces</I>, PhD thesis, University of Utah, Dec. 1974. <br><a href="http://www.dtic.mil/dtic/tr/fulltext/u2/a004968.pdf">http://www.dtic.mil/dtic/tr/fulltext/u2/a004968.pdf</a>
<LI> Catmull, Edwin, "Computer Display of Curved Surfaces," in <I>Proceedings of the IEEE Conference on Computer Graphics, Pattern Recognition and Data Structures</I>, IEEE Press, pp. 11-17, May 1975.
<LI> Catmull, E., and J. Clark, "Recursively Generated B-Spline Surfaces on Arbitrary Topological Meshes," <I>Computer-Aided Design</I>, vol. 10, no. 6, pp. 350-355, Sept. 1978. <br><a href="http://www.cs.jhu.edu/~cohen/Seminar/cc.pdf">http://www.cs.jhu.edu/~cohen/Seminar/cc.pdf</a>
<LI> Cebenoyan, Cem, "Graphics Pipeline Performance," in Randima Fernando, ed., <I>GPU Gems</I>, Addison-Wesley, pp. 473-486, 2004. <br><a href="https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch28.html">https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch28.html</a> <br><a href="http://download.nvidia.com/developer/GPU_Gems/Sample_Chapters/Graphics_Pipeline_Performance.pdf">http://download.nvidia.com/developer/GPU_Gems/Sample_Chapters/Graphics_Pipeline_Performance.pdf</a>
<LI> Cebenoyan, Cem, "Real Virtual Texturing--Taking Advantage of DirectX11.2 Tiled Resources," <I>Game Developers Conference</I>, Mar. 2014. <br><a href="https://developer.nvidia.com/sites/default/files/akamai/gameworks/events/gdc14/GDC_14_Real%20Virtual%20Texturing%20-%20Taking%20Advantage%20of%20DirectX%2011.2%20Tiled%20Resources.pdf">https://developer.nvidia.com/sites/default/files/akamai/gameworks/events/gdc14/GDC_14_Real%20Virtual%20Texturing%20-%20Taking%20Advantage%20of%20DirectX%2011.2%20Tiled%20Resources.pdf</a>
<LI> Celes, Waldemar, and Frederico Abraham, "Fast and Versatile Texture-Based Wireframe Rendering," <I>The Visual Computer</I>, vol. 27, no. 10, pp. 939-948, 2011. <br><a href="https://www.researchgate.net/profile/Frederico_Abraham/publication/220067637_Fast_and_versatile_texture-based_wireframe_rendering/links/5664322508ae15e74632cabf.pdf">https://www.researchgate.net/profile/Frederico_Abraham/publication/220067637_Fast_and_versatile_texture-based_wireframe_rendering/links/5664322508ae15e74632cabf.pdf</a>
<LI> Cerezo, Eva, Frederic Pérez, Xavier Pueyo, Francisco J. Seron, and François X. Sillion, "A Survey on Participating Media Rendering Techniques," <I>The Visual Computer</I>, vol. 21, no. 5, pp. 303-328, June 2005. <br><a href="http://maverick.inria.fr/Publications/2005/CPPSS05/cerezo.pdf">http://maverick.inria.fr/Publications/2005/CPPSS05/cerezo.pdf</a>
<LI> <I>The Cesium Blog</I>, <a href="https://cesium.com/blog/">https://cesium.com/blog/</a>, 2017.
<LI> Chabert, Charles-Félix, Wan-Chun Ma, Tim Hawkins, Pieter Peers, and Paul Debevec, "Fast Rendering of Realistic Faces with Wavelength Dependent Normal Maps," in <I>ACM SIGGRAPH 2007 Posters</I>, ACM, article no. 183, Aug. 2007. <br><a href="https://www.cct.lsu.edu/~fharhad/ganbatte/siggraph2007/CD1/content/posters/0408.pdf">https://www.cct.lsu.edu/~fharhad/ganbatte/siggraph2007/CD1/content/posters/0408.pdf</a>
<LI> Chaikin, G., "An Algorithm for High Speed Curve Generation," <I>Computer Graphics and Image Processing</I>, vol. 4, no. 3, pp. 346-349, 1974.
<LI> Chaitanya, Chakravarty R. Alla, Anton S. Kaplanyan, Christoph Schied, Marco Salvi, Aaron Lefohn, Derek Nowrouzezahrai, and Timo Aila, "Interactive Reconstruction of Monte Carlo Image Sequences Using a Recurrent Denoising Autoencoder," <I>ACM Transactions on Graphics</I>, vol. 36, no. 4, article no. 98, pp. 2017. <br><a href="https://www.semanticscholar.org/paper/Interactive-reconstruction-of-Monte-Carlo-image-se-Chaitanya-Kaplanyan/26cf54106c32f3007ae58816ac1a693c3262e755">https://www.semanticscholar.org/paper/Interactive-reconstruction-of-Monte-Carlo-image-se-Chaitanya-Kaplanyan/26cf54106c32f3007ae58816ac1a693c3262e755</a>
<LI> Chajdas, Matthäus G., Christian Eisenacher, Marc Stamminger, and Sylvain Lefebvre, "Virtual Texture Mapping 101," in Wolfgang Engel, ed., <I>GPU Pro</I>, A K Peters, Ltd., pp. 185-195, 2010. <br><a href="https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1568814720?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1568814720</a>
<LI> Chajdas, Matthäus G., "D3D12 and Vulkan: Lessons Learned," <I>Game Developers Conference</I>, Mar. 2016. <br><a href="http://gpuopen.com/wp-content/uploads/2016/03/d3d12_vulkan_lessons_learned.pdf">http://gpuopen.com/wp-content/uploads/2016/03/d3d12_vulkan_lessons_learned.pdf</a>
<LI> Chan, Danny, and Bryan Johnston, "Style in Rendering: The History and Technique Behind <I>Afro Samurai</I>'s Look," <I>Game Developers Conference</I>, Mar. 2009. <br><a href="http://www.gdcvault.com/play/1427/Style-in-Rendering-The-History">http://www.gdcvault.com/play/1427/Style-in-Rendering-The-History</a> <br><a href="http://twvideo01.ubm-us.net/o1/vault/gdc09/slides/GDC09_Johnston_Chan_AfroFinal.ppt">http://twvideo01.ubm-us.net/o1/vault/gdc09/slides/GDC09_Johnston_Chan_AfroFinal.ppt</a>
<LI> Chan, Danny, "Real-World Measurements for <I>Call of Duty: Advanced Warfare</I>," in <I>SIGGRAPH Physically Based Shading in Theory and Practice course</I>, Aug. 2015. <br><a href="http://blog.selfshadow.com/publications/s2015-shading-course/">http://blog.selfshadow.com/publications/s2015-shading-course/</a>
<LI> Chan, Eric, and Frédo Durand, "Fast Prefiltered Lines," in Matt Pharr, ed., <I>GPU Gems 2</I>, Addison-Wesley, pp. 345-359, 2005. <br><a href="https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter22.html">https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter22.html</a>
<LI> Chandrasekhar, Subrahmanyan, <I>Radiative Transfer</I>, Oxford University Press, 1950. <br><a href="https://smile.amazon.com/Radiative-Transfer-S-Chandrasekhar/dp/0486605906?tag=realtimerenderin">https://smile.amazon.com/Radiative-Transfer-S-Chandrasekhar/dp/0486605906</a>
<LI> Chang, Chia-Tche, Bastien Gorissen, and Samuel Melchior, "Fast Oriented Bounding Box Optimization on the Rotation Group SO(3,ℜ)," <I>ACM Transactions on Graphics</I>, vol. 30, no. 5, pp. 122:1-122:16, Oct. 2011. <br><a href="https://perso.uclouvain.be/chia-tche.chang/resources/CGM12_slides.pdf">https://perso.uclouvain.be/chia-tche.chang/resources/CGM12_slides.pdf</a>
<LI> Chang, Chun-Fa, Gary Bishop, and Anselmo Lastra, "LDI Tree: A Hierarchical Representation for Image-Based Rendering," in <I>SIGGRAPH '99: Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM Press/Addison-Wesley Publishing Co., pp. 291-298, Aug. 1999. <br><a href="http://152.2.131.244/~chang/research/ldiTree/ldi_tree.pdf">http://152.2.131.244/~chang/research/ldiTree/ldi_tree.pdf</a>
<LI> Chen, G. P. Sander, D. Nehab, L. Yang, and L. Hu, "Depth-Presorted Triangle Lists," <I>ACM Transactions on Graphics</I>, vol. 31, no. 6, pp. 160:1-160:9, 2016. <br><a href="http://w3.impa.br/~diego/publications/ChenEtAl12.pdf">http://w3.impa.br/~diego/publications/ChenEtAl12.pdf</a>
<LI> Chen, Hao, "Lighting and Material of <I>Halo 3</I>," <I>Game Developers Conference</I>, Mar. 2008. <br><a href="https://www.gdcvault.com/play/253/Lighting-and-Material-of-HALO">https://www.gdcvault.com/play/253/Lighting-and-Material-of-HALO</a>
<LI> Chen, Hao, and Natalya Tatarchuk, "Lighting Research at Bungie," <I>SIGGRAPH Advances in Real-Time Rendering in 3D Graphics and Games course</I>, Aug. 2009. <br><a href="http://advances.realtimerendering.com/s2009/SIGGRAPH%202009%20-%20Lighting%20Research%20at%20Bungie.pdf">http://advances.realtimerendering.com/s2009/SIGGRAPH%202009%20-%20Lighting%20Research%20at%20Bungie.pdf</a>
<LI> Chen, K., "Adaptive Virtual Texture Rendering in <I>Far Cry 4</I>," <I>Game Developers Conference</I>, Mar. 2015. <br><a href="http://twvideo01.ubm-us.net/o1/vault/gdc2015/presentations/Chen_Ka_AdaptiveVirtualTexture.pdf">http://twvideo01.ubm-us.net/o1/vault/gdc2015/presentations/Chen_Ka_AdaptiveVirtualTexture.pdf</a>
<LI> Chen, Pei-Ju, Hiroko Awata, Atsuko Matsushita, En-Cheng Yang, and Kentaro Arikawa, "Extreme Spectral Richness in the Eye of the Common Bluebottle Butterfly, Graphium sarpedon," <I>Frontiers in Ecology and Evolution</I>, vol. 4, pp.18, Mar. 8, 2016. <br><a href="https://www.frontiersin.org/articles/10.3389/fevo.2016.00018/full">https://www.frontiersin.org/articles/10.3389/fevo.2016.00018/full</a>
<LI> Chi, Yung-feng, "True-to-Life Real-Time Animation of Shallow Water on Todays GPUs," in Wolfgang Engel, ed., <I>ShaderX<sup>4</sup></I>, Charles River Media, pp. 467-480, 2005.
<LI> Chiang, Matt Jen-Yuan, Benedikt Bitterli, Chuck Tappan, and Brent Burley, "A Practical and Controllable Hair and Fur Model for Production Path Tracing," <I>Computer Graphics Forum (Eurographics 2016)</I>, vol. 35, no. 2, pp. 275-283, 2016. <br><a href="https://benedikt-bitterli.me/pchfm/">https://benedikt-bitterli.me/pchfm/</a> <br><a href="https://onlinelibrary.wiley.com/doi/abs/10.1111/cgf.12830">https://onlinelibrary.wiley.com/doi/abs/10.1111/cgf.12830</a>
<LI> Chlumský, Viktor, <I>Shape Decomposition for Multi-channel Distance Fields</I>, MSc thesis, Department of Theoretical Computer Science, Czech Technical University in Prague, May 2015. <br><a href="https://dspace.cvut.cz/bitstream/handle/10467/62770/F8-DP-2015-Chlumsky-Viktor-thesis.pdf">https://dspace.cvut.cz/bitstream/handle/10467/62770/F8-DP-2015-Chlumsky-Viktor-thesis.pdf</a> <br><a href="https://github.com/Chlumsky/msdfgen">https://github.com/Chlumsky/msdfgen</a>
<LI> Choi, H., "Bifrost--The GPU Architecture for Next Five Billion," <I>ARM Tech Forum</I>, June 2016. <br><a href="https://www.arm.com/files/pdf/20160628_A04_ATF_Korea_Hessed_Choi.pdf">https://www.arm.com/files/pdf/20160628_A04_ATF_Korea_Hessed_Choi.pdf</a>
<LI> Christensen, Per H., "Point-Based Approximate Color Bleeding," Technical memo, Pixar Animation Studios, 2008. <br><a href="http://www.seanet.com/~myandper/abstract/memo0801.htm">http://www.seanet.com/~myandper/abstract/memo0801.htm</a>
<LI> Cichocki, Adam, "Optimized Pixel-Projected Reflections for Planar Reflectors," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, Aug. 2017. <br><a href="http://advances.realtimerendering.com/s2017/">http://advances.realtimerendering.com/s2017/</a>
<LI> Cignoni, P., C. Montani, and R. Scopigno, "Triangulating Convex Polygons Having T-Vertices," <I>journal of graphics tools</I>, vol. 1, no. 2, pp. 1-4, 1996. Also collected in reference #112. <br><a href="https://www.tandfonline.com/doi/abs/10.1080/10867651.1996.10487455">https://www.tandfonline.com/doi/abs/10.1080/10867651.1996.10487455</a> <br><a href="https://smile.amazon.com/Graphics-Tools-jgt-Editors-Choice/dp/1568812469?tag=realtimerenderin">https://smile.amazon.com/Graphics-Tools-jgt-Editors-Choice/dp/1568812469</a> <br><a href="http://vcg.isti.cnr.it/publications/papers/strip.pdf">http://vcg.isti.cnr.it/publications/papers/strip.pdf</a>
<LI> Cignoni, Paolo, "On the Computation of Vertex Normals," <I>Meshlab Stuff</I> blog, Apr. 10, 2009.<br><a href="http://meshlabstuff.blogspot.com/2009/04/on-computation-of-vertex-normals.html">http://meshlabstuff.blogspot.com/2009/04/on-computation-of-vertex-normals.html</a>
<LI> Cigolle, Zina H., Sam Donow, Daniel Evangelakos, Michael Mara, Morgan McGuire, and Quirin Meyer, "A Survey of Efficient Representations for Independent Unit Vectors," <I>Journal of Computer Graphics Techniques</I>, vol. 3, no. 1, pp. 1-30, 2014. <br><a href="http://jcgt.org/published/0003/02/01/">http://jcgt.org/published/0003/02/01/</a>
<LI> Clarberg, Petrik, and Tomas Akenine-Möller, "Practical Product Importance Sampling for Direct Illumination," <I>Computer Graphics Forum</I>, vol. 27, no. 2, pp. 681-690, 2008. <br><a href="https://pdfs.semanticscholar.org/3481/20d28cf181e61b629bc77b4ffa1829b17134.pdf">https://pdfs.semanticscholar.org/3481/20d28cf181e61b629bc77b4ffa1829b17134.pdf</a>
<LI> Clarberg, P., R. Toth, J. Hasselgren, J. Nilsson, and T. Akenine-Möller, "AMFS: Adaptive Multi-frequency Shading for Future Graphics Processors," <I>ACM Transactions on Graphics</I>, vol. 33, no. 4, pp. 141:1-141:12, 2014. <br><a href="https://software.intel.com/en-us/articles/amfs-adaptive-multi-frequency-shading-for-future-graphics-processors">https://software.intel.com/en-us/articles/amfs-adaptive-multi-frequency-shading-for-future-graphics-processors</a>
<LI> Clark, James H., "Hierarchical Geometric Models for Visible Surface Algorithms," <I>Communications of the ACM</I>, vol. 19, no. 10, pp. 547-554, Oct. 1976. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.88.5757&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.88.5757&rep=rep1&type=pdf</a>
<LI> Coffin, Christina, "SPU Based Deferred Shading in <I>Battlefield 3</I> for Playstation 3," <I>Game Developers Conference</I>, Mar. 2011. <br><a href="http://www.dice.se/news/spu-based-deferred-shading-battlefield-3-playstation-3/">http://www.dice.se/news/spu-based-deferred-shading-battlefield-3-playstation-3/</a>
<LI> Cohen, Jonathan D., Marc Olano, and Dinesh Manocha, "Appearance-Preserving Simplification," in <I>SIGGRAPH '98: Proceedings of the 25th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM, pp. 115-122, July 1998. <br><a href="http://www.cs.unc.edu/~geom/APS">http://www.cs.unc.edu/~geom/APS</a>
<LI> Cohen, Michael F., and John R. Wallace, <I>Radiosity and Realistic Image Synthesis</I>, Academic Press Professional, 1993. <br><a href="https://www.realtimerendering.com/Cohen-Wallace_Radiosity_and_Realistic_Image_Synthesis.pdf">https://www.realtimerendering.com/Cohen-Wallace_Radiosity_and_Realistic_Image_Synthesis.pdf</a>
<LI> Cohen-Or, Daniel, Yiorgos Chrysanthou, Frédo Durand, Ned Greene, Vladlen Kulton, and Cláudio T. Silva, <I>SIGGRAPH Visibility, Problems, Techniques and Applications course</I>, Aug. 2001. <br><a href="https://vgc.poly.edu/~csilva/papers/course4.pdf">https://vgc.poly.edu/~csilva/papers/course4.pdf</a>
<LI> Cohen-Or, Daniel, Yiorgos Chrysanthou, Cláudio T. Silva, and Frédo Durand, "A Survey of Visibility for Walkthrough Applications," <I>IEEE Transactions on Visualization and Computer Graphics</I>, vol. 9, no. 3, pp. 412-431, July-Sept. 2003. <br><a href="http://www.cs.tau.ac.il/~dcor/online_papers/papers/survey2c.pdf">http://www.cs.tau.ac.il/~dcor/online_papers/papers/survey2c.pdf</a>
<LI> Cok, Keith, Roger Corron, Bob Kuehne, and Thomas True, <I>SIGGRAPH Developing Efficient Graphics Software: The Yin and Yang of Graphics course</I>, July 2000. <br><a href="https://www.coursehero.com/file/6776614/Efficient-Graphics-Software/">https://www.coursehero.com/file/6776614/Efficient-Graphics-Software/</a>
<LI> Colbert, Mark, and Jaroslav Krivánek, "GPU-Based Importance Sampling," in Hubert Nguyen, ed., <I>GPU Gems 3</I>, Addison-Wesley, pp. 459-475, 2007. <br><a href="https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch20.html">https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch20.html</a>
<LI> Colbert, Mark, and Jaroslav Krivánek, "Real-Time Shading with Filtered Importance Sampling," in <I>ACM SIGGRAPH 2007 Technical Sketches</I>, ACM, article no. 71, Aug. 2007. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.182.4411&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.182.4411&rep=rep1&type=pdf</a>
<LI> Cole, Forrester, Aleksey Golovinskiy, Alex Limpaecher, Heather Stoddart Barros, Adam Finkelstein, Thomas Funkhouser, and Szymon Rusinkiewicz, "Where Do People Draw Lines?" <I>ACM Transactions on Graphics (SIGGRAPH 2008)</I>, vol. 27, no. 3, pp. 88:1-88:11, 2008. <br><a href="https://pdfs.semanticscholar.org/5201/2f5021e03959cc04a1c40e09f18a837ff6e3.pdf">https://pdfs.semanticscholar.org/5201/2f5021e03959cc04a1c40e09f18a837ff6e3.pdf</a>
<LI> Cole, Forrester, and Adam Finkelstein, "Two Fast Methods for High-Quality Line Visibility," <I>IEEE Transactions on Visualization and Computer Graphics</I>, vol. 16, no. 5, pp. 707-717, Sept./Oct. 2010. <br><a href="http://gfx.cs.princeton.edu/gfx/pubs/Cole_2010_TFM/index.php">http://gfx.cs.princeton.edu/gfx/pubs/Cole_2010_TFM/index.php</a>
<LI> Collin, D., "Culling the Battlefield," <I>Game Developers Conference</I>, Mar. 2011. <br><a href="http://www.frostbite.com/wp-content/uploads/2013/05/CullingTheBattlefield.pdf">http://www.frostbite.com/wp-content/uploads/2013/05/CullingTheBattlefield.pdf</a>
<LI> Conran, Patrick, "SpecVar Maps: Baking Bump Maps into Specular Response," in <I>ACM SIGGRAPH 2005 Sketches</I>, ACM, article no. 22, Aug. 2005. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.146.993&rep=rep1&type=pdf#page=26">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.146.993&rep=rep1&type=pdf#page=26</a>
<LI> Cook, Robert L., and Kenneth E. Torrance, "A Reflectance Model for Computer Graphics," <I>Computer Graphics (SIGGRAPH '81 Proceedings)</I>, vol. 15, no. 3, pp. 307-316, Aug. 1981. <br><a href="http://www.irisa.fr/prive/kadi/Lopez/p307-cook.pdf">http://www.irisa.fr/prive/kadi/Lopez/p307-cook.pdf</a>
<LI> Cook, Robert L., and Kenneth E. Torrance, "A Reflectance Model for Computer Graphics," <I>ACM Transactions on Graphics</I>, vol. 1, no. 1, pp. 7-24, Jan. 1982. <br><a href="http://inst.cs.berkeley.edu/~cs283/sp13/lectures/cookpaper.pdf">http://inst.cs.berkeley.edu/~cs283/sp13/lectures/cookpaper.pdf</a>
<LI> Cook, Robert L., "Shade Trees," <I>Computer Graphics (SIGGRAPH '84 Proceedings)</I>, vol. 18, no. 3, pp. 223-231, July 1984. <br><a href="http://www.gdv.informatik.uni-frankfurt.de/lehre/ss2007/GDV/Uebung/Paper/99-1-cook-shadetrees.pdf">http://www.gdv.informatik.uni-frankfurt.de/lehre/ss2007/GDV/Uebung/Paper/99-1-cook-shadetrees.pdf</a>
<LI> Cook, Robert L., "Stochastic Sampling in Computer Graphics," <I>ACM Transactions on Graphics</I>, vol. 5, no. 1, pp. 51-72, Jan. 1986. <br><a href="https://graphics.pixar.com/library/StochasticSampling/paper.pdf">https://graphics.pixar.com/library/StochasticSampling/paper.pdf</a>
<LI> Cook, Robert L., Loren Carpenter, and Edwin Catmull, "The Reyes Image Rendering Architecture," <I>Computer Graphics (SIGGRAPH '87 Proceedings)</I>, vol. 21, no. 4, pp. 95-102, July 1987. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.84.6464&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.84.6464&rep=rep1&type=pdf</a>
<LI> Cook, Robert L., and Tony DeRose, "Wavelet Noise," <I>ACM Transactions on Graphics (SIGGRAPH 2005)</I>, vol. 24, no. 3, pp. 803-811, 2005. <br><a href="https://anim.hampshire.edu/uprising/assets/p803-cook.pdf">https://anim.hampshire.edu/uprising/assets/p803-cook.pdf</a>
<LI> Coombes, David, "DX12 Do's and Don'ts, Updated!" <I>NVIDIA GameWorks</I> blog, Nov. 12, 2015. <br><a href="https://developer.nvidia.com/dx12-dos-and-donts-updated">https://developer.nvidia.com/dx12-dos-and-donts-updated</a> and <br><a href="https://developer.nvidia.com/dx12-dos-and-donts">https://developer.nvidia.com/dx12-dos-and-donts</a>
<LI> Cormen, T. H., C. E. Leiserson, R. Rivest, and C. Stein, <I>Introduction to Algorithms</I>, Third Edition, MIT Press, 2009. <br><a href="https://smile.amazon.com/Introduction-Algorithms-3rd-MIT-Press/dp/0262033844?tag=realtimerenderin">https://smile.amazon.com/Introduction-Algorithms-3rd-MIT-Press/dp/0262033844</a>
<LI> Courrèges, Adrian, "<I>GTA V</I>--Graphics Study," <I>Adrian Courrèges</I> blog, Nov. 2, 2015. <br><a href="http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/">http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/</a>
<LI> Courrèges, Adrian, "<I>DOOM</I> (2016)--Graphics Study," <I>Adrian Courrèges</I> blog, Sept. 9, 2016. <br><a href="http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/">http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/</a>
<LI> Courrèges, Adrian, "Beware of Transparent Pixels," <I>Adrian Courrèges</I> blog, May 9, 2017. <br><a href="http://www.adriancourreges.com/blog/2017/05/09/beware-of-transparent-pixels/">http://www.adriancourreges.com/blog/2017/05/09/beware-of-transparent-pixels/</a>
<LI> Cox, Michael, and Pat Hanrahan, "Pixel Merging for Object-Parallel Rendering: A Distributed Snooping Algorithm," in <I>Proceedings of the 1993 Symposium on Parallel Rendering</I>, ACM, pp. 49-56, Nov. 1993. <br><a href="https://www.computer.org/csdl/proceedings/prs/1993/4920/00/00586085.pdf">https://www.computer.org/csdl/proceedings/prs/1993/4920/00/00586085.pdf</a>
<LI> Cox, Michael, David Sprague, John Danskin, Rich Ehlers, Brian Hook, Bill Lorensen, and Gary Tarolli, <I>SIGGRAPH Developing High-Performance Graphics Applications for the PC Platform course</I>, July 1998.
<LI> Cozzi, Patrick, "Picking Using the Depth Buffer," <I>AGI Blog</I>, Mar. 5, 2008. <br><a href="http://help.agi.com/AGIComponentsJava/html/BlogPickingUsingTheDepthBuffer.htm">http://help.agi.com/AGIComponentsJava/html/BlogPickingUsingTheDepthBuffer.htm</a>
<LI> Cozzi, Patrick, and Kevin Ring, <I>3D Engine Design for Virtual Globes</I>, A K Peters/CRC Press, 2011. <br><a href="http://www.virtualglobebook.com/">http://www.virtualglobebook.com/</a>
<LI> Cozzi, P., and D. Bagnell, "A WebGL Globe Rendering Pipeline," in Wolfgang Engel, ed., <I>GPU Pro<sup>4</sup></I>, CRC Press, pp. 39-48, 2013. <br><a href="http://nedrilad.com/Tutorial/topic-58/GPU-Pro-Advanced-Rendering-Techniques-52.html">http://nedrilad.com/Tutorial/topic-58/GPU-Pro-Advanced-Rendering-Techniques-52.html</a> <br><a href="https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1466567430?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1466567430</a>
<LI> Cozzi, Patrick, ed., <I>WebGL Insights</I>, CRC Press, 2015. <br><a href="http://webglinsights.com/">http://webglinsights.com/</a>
<LI> Cozzi, Patrick, "Cesium 3D Tiles," <I>GitHub</I> repository, 2017. <br><a href="https://github.com/AnalyticalGraphicsInc/3d-tiles/">https://github.com/AnalyticalGraphicsInc/3d-tiles/</a>,
<LI> Crane, Keenan, Ignacio Llamas, and Sarah Tariq, "Real-Time Simulation and Rendering of 3D Fluids," in Hubert Nguyen, ed., <I>GPU Gems 3</I>, Addison-Wesley, pp. 633-675, 2007. <br><a href="https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch30.html">https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch30.html</a> <br><a href="http://developer.download.nvidia.com/books/gpu_gems_3/samples/gems3_ch30.pdf">http://developer.download.nvidia.com/books/gpu_gems_3/samples/gems3_ch30.pdf</a>
<LI> Crassin, Cyril, <I>GigaVoxels: A Voxel-Based Rendering Pipeline For Efficient Exploration Of Large And Detailed Scenes</I>, PhD thesis, University of Grenoble, July 2011. <br><a href="http://maverick.inria.fr/Publications/2011/Cra11/">http://maverick.inria.fr/Publications/2011/Cra11/</a>
<LI> Crassin, Cyril, Fabrice Neyret, Miguel Sainz, Simon Green, and Elmar Eisemann, "Interactive Indirect Illumination Using Voxel Cone Tracing," <I>Computer Graphics Forum</I>, vol. 30, no. 7, pp. 1921-1930, 2011. <br><a href="https://hal.inria.fr/file/index/docid/650173/filename/GIVoxels-pg2011-authors.pdf">https://hal.inria.fr/file/index/docid/650173/filename/GIVoxels-pg2011-authors.pdf</a>
<LI> Crassin, Cyril, and Simon Green, "Octree-Based Sparse Voxelization Using the GPU Hardware Rasterizer," in Patrick Cozzi & Christophe Riccio, eds., <I>OpenGL Insights</I>, CRC Press, pp. 303-319, 2012. <br><a href="https://github.com/OpenGLInsights">https://github.com/OpenGLInsights</a> <br><a href="https://smile.amazon.com/OpenGL-Insights-Patrick-Cozzi/dp/1439893764?tag=realtimerenderin">https://smile.amazon.com/OpenGL-Insights-Patrick-Cozzi/dp/1439893764</a>
<LI> Crassin, Cyril, "Octree-Based Sparse Voxelization for Real-Time Global Illumination," <I>NVIDIA GPU Technology Conference</I>, Feb. 2012. <br><a href="http://www.icare3d.org/research/GTC2012_Voxelization_public.pdf">http://www.icare3d.org/research/GTC2012_Voxelization_public.pdf</a>
<LI> Crassin, Cyril, "Dynamic Sparse Voxel Octrees for Next-Gen Real-Time Rendering," <I>SIGGRAPH Beyond Programmable Shading course</I>, Aug. 2012. <br><a href="http://bps12.idav.ucdavis.edu/talks/04_crassinVoxels_bps2012.pdf">http://bps12.idav.ucdavis.edu/talks/04_crassinVoxels_bps2012.pdf</a>
<LI> Crassin, Cyril, Morgan McGuire, Kayvon Fatahalian, and Aaron Lefohn, "Aggregate G-Buffer Anti-Aliasing," <I>IEEE Transactions on Visualization and Computer Graphics</I>, vol. 22, no. 10, pp. 2215-2228, Oct. 2016. <br><a href="https://casual-effects.com/research/Crassin2016Aggregate/Crassin2016Aggregate.pdf">https://casual-effects.com/research/Crassin2016Aggregate/Crassin2016Aggregate.pdf</a> <br><a href="https://casual-effects.com/research/Crassin2016Aggregate/index.html">https://casual-effects.com/research/Crassin2016Aggregate/index.html</a> <br><a href="http://advances.realtimerendering.com/s2016/AGAA_UE4_SG2016_6.pdf">http://advances.realtimerendering.com/s2016/AGAA_UE4_SG2016_6.pdf</a>
<LI> Cripe, Brian, and Thomas Gaskins, "The DirectModel Toolkit: Meeting the 3D Graphics Needs of Technical Applications," <I>Hewlett-Packard Journal</I>, pp. 19-27, May 1998. <br><a href="ftp://ftp.mrynet.com/operatingsystems/DEC/www.hpl.hp.com/hpjournal/98may/may98a3.pdf">ftp://ftp.mrynet.com/operatingsystems/DEC/www.hpl.hp.com/hpjournal/98may/may98a3.pdf</a>
<LI> Crow, Franklin C., "Shadow Algorithms for Computer Graphics," <I>Computer Graphics (SIGGRAPH '77 Proceedings)</I>, vol. 11, no. 2, pp. 242-248, July 1977. <br><a href="https://www.cs.rpi.edu/~cutler/classes/advancedgraphics/S13/papers/crow_shadows_77.pdf">https://www.cs.rpi.edu/~cutler/classes/advancedgraphics/S13/papers/crow_shadows_77.pdf</a>
<LI> Crow, Franklin C., "Summed-Area Tables for Texture Mapping," <I>Computer Graphics (SIGGRAPH '84 Proceedings)</I>, vol. 18, no. 3, pp. 207-212, July 1984. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.124.1904&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.124.1904&rep=rep1&type=pdf</a>
<LI> Culler, David E., and Jaswinder Pal Singh, with Anoop Gupta, <I>Parallel Computer Architecture: A Hardware/Software Approach</I>, Morgan Kaufmann, 1998. <br><a href="https://smile.amazon.com/Parallel-Computer-Architecture-Hardware-Software/dp/1558603433?tag=realtimerenderin">https://smile.amazon.com/Parallel-Computer-Architecture-Hardware-Software/dp/1558603433</a>
<LI> Cunningham, Steve, "3D Viewing and Rotation Using Orthonormal Bases," in Andrew S. Glassner, ed., <I>Graphics Gems</I>, Academic Press, pp. 516-521, 1990. <br><a href="http://www.graphicsgems.org">http://www.graphicsgems.org</a> <br><a href="https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663</a>
<LI> Cupisz, Kuba, and Kasper Engelstoft, "Lighting in Unity," <I>Game Developers Conference</I>, Mar. 2015. <br><a href="http://www.gdcvault.com/play/1021765/Advanced-Visual-Effects-With-DirectX">http://www.gdcvault.com/play/1021765/Advanced-Visual-Effects-With-DirectX</a>
<LI> Cupisz, Robert, "Light Probe Interpolation Using Tetrahedral Tessellations," <I>Game Developers Conference</I>, Mar. 2012. <br><a href="https://www.gdcvault.com/play/1015312/Light-Probe-Interpolation-Using-Tetrahedral">https://www.gdcvault.com/play/1015312/Light-Probe-Interpolation-Using-Tetrahedral</a>
<LI> Curtis, Cassidy, "Loose and Sketchy Animation," in <I>ACM SIGGRAPH '98 Electronic Art and Animation Catalog</I>, ACM, p. 145, July 1998. <br><a href="https://dl.acm.org/citation.cfm?id=281913">https://dl.acm.org/citation.cfm?id=281913</a>
<LI> Cychosz, J. M., and W. N. Waggenspack, Jr., "Intersecting a Ray with a Cylinder," in Paul S. Heckbert, ed., <I>Graphics Gems IV</I>, Academic Press, pp. 356-365, 1994. <br><a href="http://www.graphicsgems.org">http://www.graphicsgems.org</a> <br><a href="https://smile.amazon.com/Graphics-Gems-IV-IBM-Version/dp/0123361559?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-IV-IBM-Version/dp/0123361559</a>
<LI> Cyrus, M., and J. Beck, "Generalized Two- and Three-Dimensional Clipping," <I>Computers and Graphics</I>, vol. 3, pp. 23-28, 1978.
<LI> Dachsbacher, Carsten, and Marc Stamminger, "Translucent Shadow Maps," in <I>Proceedings of the 14th Eurographics Workshop on Rendering</I>, Eurographics Association, pp. 197-201, June 2003. <br><a href="https://pdfs.semanticscholar.org/0601/c5aefa7645f7426b0b051e4124219cbbf4e5.pdf">https://pdfs.semanticscholar.org/0601/c5aefa7645f7426b0b051e4124219cbbf4e5.pdf</a>
<LI> Dachsbacher, Carsten, and Marc Stamminger, "Reflective Shadow Maps," in <I>Proceedings of the 2005 Symposium on Interactive 3D Graphics and Games</I>, ACM, pp. 203-231, 2005. <br><a href="http://www-sop.inria.fr/reves/Carsten.Dachsbacher/">http://www-sop.inria.fr/reves/Carsten.Dachsbacher/</a>
<LI> Dachsbacher, Carsten, and Marc Stamminger, "Splatting of Indirect Illumination," in <I>Proceedings of the 2006 Symposium on Interactive 3D Graphics and Games</I>, ACM, pp. 93-100, 2006. <br><a href="http://www-sop.inria.fr/reves/Carsten.Dachsbacher/">http://www-sop.inria.fr/reves/Carsten.Dachsbacher/</a>
<LI> Dachsbacher, C., and N. Tatarchuk, "Prism Parallax Occlusion Mapping with Accurate Silhouette Generation," <I>Symposium on Interactive 3D Graphics and Games poster</I>, Apr.-May 2007. <br><a href="http://developer.amd.com/wordpress/media/2012/10/Dachsbacher-Tatarchuk-Prism_Parallax_Occlusion_Mapping_with_Accurate_Silhouette_Generation%28SI3D07%29.pdf">http://developer.amd.com/wordpress/media/2012/10/Dachsbacher-Tatarchuk-Prism_Parallax_Occlusion_Mapping_with_Accurate_Silhouette_Generation%28SI3D07%29.pdf</a>
<LI> Dallaire, Chris, "Binary Triangle Trees for Terrain Tile Index Buffer Generation," <I>Gamasutra</I>, Dec. 21, 2006. <br><a href="https://www.gamasutra.com/view/feature/130171/binary_triangle_trees_for_terrain_.php">https://www.gamasutra.com/view/feature/130171/binary_triangle_trees_for_terrain_.php</a>
<LI> Dam, Erik B., Martin Koch, and Martin Lillholm, "Quaternions, Interpolation and Animation," Technical Report DIKU-TR-98/5, Department of Computer Science, University of Copenhagen, July 1998. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.30.6788&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.30.6788&rep=rep1&type=pdf</a>
<LI> Davies, Jem, "The Bifrost GPU Architecture and the ARM Mali-G71 GPU," <I>Hot Chips</I>, Aug. 2016. <br><a href="http://www.hotchips.org/wp-content/uploads/hc_archives/hc28/HC28.22-Monday-Epub/HC28.22.10-GPU-HPC-Epub/HC28.22.110-Bifrost-JemDavies-ARM-v04-9.pdf">http://www.hotchips.org/wp-content/uploads/hc_archives/hc28/HC28.22-Monday-Epub/HC28.22.10-GPU-HPC-Epub/HC28.22.110-Bifrost-JemDavies-ARM-v04-9.pdf</a>
<LI> Davies, Leigh, "OIT to Volumetric Shadow Mapping, 101 Uses for Raster-Ordered Views Using DirectX 12," <I>Intel Developer Zone</I> blog, Mar. 5, 2015. <br><a href="https://software.intel.com/sites/default/files/managed/4a/38/OIT-to-Volumetric-Shadow-Mapping.pdf">https://software.intel.com/sites/default/files/managed/4a/38/OIT-to-Volumetric-Shadow-Mapping.pdf</a> <br><a href="http://www.slideshare.net/GaelHofemeier/oit-tovolumetricshadowmapping-47572450">http://www.slideshare.net/GaelHofemeier/oit-tovolumetricshadowmapping-47572450</a>
<LI> Davies, Leigh, "Rasterizer Order Views 101: A Primer," <I>Intel Developer Zone</I> blog, Aug. 5, 2015. <br><a href="https://software.intel.com/en-us/gamedev/articles/rasterizer-order-views-101-a-primer">https://software.intel.com/en-us/gamedev/articles/rasterizer-order-views-101-a-primer</a>
<LI> Day, Mike, "CSM Scrolling: An Acceleration Technique for the Rendering of Cascaded Shadow Maps," presented by Mike Acton, <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, Aug. 2012. <br><a href="http://advances.realtimerendering.com/s2012">http://advances.realtimerendering.com/s2012</a> <br><a href="http://www.insomniacgames.com/mike-day-siggraph-2012-csm-scrolling/">http://www.insomniacgames.com/mike-day-siggraph-2012-csm-scrolling/</a> <br><a href="http://d3cw3dd2w32x2b.cloudfront.net/wp-content/uploads/2012/08/CSM-Scrolling.pdf">http://d3cw3dd2w32x2b.cloudfront.net/wp-content/uploads/2012/08/CSM-Scrolling.pdf</a>
<LI> Day, Mike, "An Efficient and User-Friendly Tone Mapping Operator," <I>Insomniac R&D Blog</I>, Sept. 18, 2012. <br><a href="http://www.insomniacgames.com/mike-day-an-efficient-and-user-friendly-tone-mapping-operator/">http://www.insomniacgames.com/mike-day-an-efficient-and-user-friendly-tone-mapping-operator/</a>
<LI> De Smedt, Matthijs, "PC GPU Performance Hot Spots," <I>NVIDIA GameWorks</I> blog, Aug. 10, 2016. <br><a href="https://developer.nvidia.com/pc-gpu-performance-hot-spots">https://developer.nvidia.com/pc-gpu-performance-hot-spots</a>
<LI> Debevec, Paul E., "Rendering Synthetic Objects into Real Scenes: Bridging Traditional and Image-Based Graphics with Global Illumination and High Dynamic Range Photography," in <I>SIGGRAPH '98: Proceedings of the 25th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM, pp. 189-198, July 1998. <br><a href="http://www.debevec.org/Research/IBL/">http://www.debevec.org/Research/IBL/</a>
<LI> Debevec, Paul, Rod Bogart, Frank Vitz, and Greg Ward, <I>SIGGRAPH HDRI and Image-Based Lighting course</I>, July 2003. <br><a href="http://www.pauldebevec.com/IBL2003/">http://www.pauldebevec.com/IBL2003/</a>
<LI> DeBry, David (grue), Jonathan Gibbs, Devorah DeLeon Petty, and Nate Robins, "Painting and Rendering Textures on Unparameterized Models," <I>ACM Transactions on Graphics (SIGGRAPH 2002)</I>, vol. 21, no. 3, pp. 763-768, July 2002. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.4.5901&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.4.5901&rep=rep1&type=pdf</a>
<LI> DeCarlo, Doug, Adam Finkelstein, and Szymon Rusinkiewicz, "Interactive Rendering of Suggestive Contours with Temporal Coherence," in <I>Proceedings of the 3rd International Symposium on Non-Photorealistic Animation and Rendering</I>, ACM, pp. 15-24, June 2004. <br><a href="http://www.cs.rutgers.edu/~decarlo/contour.html">http://www.cs.rutgers.edu/~decarlo/contour.html</a>
<LI> Decaudin, Philippe, "Cartoon-Looking Rendering of 3D-Scenes," Technical Report INRIA 2919, Université de Technologie de Compiègne, France, June 1996. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.129.6652&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.129.6652&rep=rep1&type=pdf</a>
<LI> Decaudin, Philippe, and Fabrice Neyret, "Volumetric Billboards," <I>Computer Graphics Forum</I>, vol. 28, no. 8, pp. 2079-2089, 2009. <br><a href="https://hal.inria.fr/file/index/docid/402067/filename/VolumetricBillboards_CGF09.pdf">https://hal.inria.fr/file/index/docid/402067/filename/VolumetricBillboards_CGF09.pdf</a>
<LI> Décoret, Xavier, Frédo Durand, François Sillion, and Julie Dorsey, "Billboard Clouds for Extreme Model Simplification," <I>ACM Transactions on Graphics (SIGGRAPH 2003)</I>, vol. 22, no. 3, pp. 689-696, 2003. <br><a href="http://artis.imag.fr/Publications/2003/DDSD03/bc03.pdf">http://artis.imag.fr/Publications/2003/DDSD03/bc03.pdf</a>
<LI> Deering, M., S. Winnder, B. Schediwy, C. Duff, and N. Hunt, "The Triangle Processor and Normal Vector Shader: A VLSI System for High Performance Graphics," <I>Computer Graphics (SIGGRAPH '88 Proceedings)</I>, vol. 22, no. 4, pp. 21-30, Aug. 1988.
<LI> Deering, Michael, "Geometry Compression," in <I>SIGGRAPH '95: Proceedings of the 22nd Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM, pp. 13-20, Aug. 1995. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.476.6371&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.476.6371&rep=rep1&type=pdf</a>
<LI> Delalandre, Cyril, Pascal Gautron, Jean-Eudes Marvie, and Guillaume François, "Transmittance Function Mapping," <I>Symposium on Interactive 3D Graphics and Games</I>, 2011. <br><a href="http://gautron.pascal.free.fr/publications/I3D2011/transmittanceFunctionMapping.pdf">http://gautron.pascal.free.fr/publications/I3D2011/transmittanceFunctionMapping.pdf</a>
<LI> Delva, Michael, Julien Hamaide, and Ramses Ladlani, "Semantic Based Shader Generation Using Shader Shaker," in Wolfgang Engel, ed., <I>GPU Pro<sup>6</sup></I>, CRC Press, pp. 505-520, 2015. <br><a href="https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1482264617?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1482264617</a>
<LI> Demers, Joe, "Depth of Field: A Survey of Techniques," in Randima Fernando, ed., <I>GPU Gems</I>, Addison-Wesley, pp. 375-390, 2004. <br><a href="https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html">https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html</a>
<LI> Demoreuille, Pete, "Optimizing the Unreal Engine 4 Renderer for VR," <I>Oculus Developer Blog</I>, May 25, 2016. <br><a href="https://developer.oculus.com/blog/introducing-the-oculus-unreal-renderer/">https://developer.oculus.com/blog/introducing-the-oculus-unreal-renderer/</a>
<LI> d'Eon, Eugene, and David Luebke, "Advanced Techniques for Realistic Real-Time Skin Rendering," in Hubert Nguyen, ed., <I>GPU Gems 3</I>, Addison-Wesley, pp. 293-347, 2007. <br><a href="https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch14.html">https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch14.html</a>
<LI> d'Eon, Eugene, Guillaume François, Martin Hill, Joe Letteri, and Jean-Mary Aubry, "An Energy-Conserving Hair Reflectance Model," <I>Computer Graphics Forum</I>, vol. 30, no. 4, pp. 1467-8659, 2011. <br><a href="http://www.eugenedeon.com/wp-content/uploads/2014/04/egsrhair.pdf">http://www.eugenedeon.com/wp-content/uploads/2014/04/egsrhair.pdf</a>
<LI> DeRose, T., M. Kass, and T. Truong, "Subdivision Surfaces in Character Animation," in <I>SIGGRAPH '98: Proceedings of the 25th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM, pp. 85-94, July 1998. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.94.6876&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.94.6876&rep=rep1&type=pdf</a>
<LI> Deshmukh, Priyamvad, Feng Xie, and Eric Tabellion, "DreamWorks Fabric Shading Model: From Artist Friendly to Physically Plausible," in <I>ACM SIGGRAPH 2017 Talks</I>, article no. 38, July 2017. <br><a href="https://dl.acm.org/citation.cfm?id=3085024">https://dl.acm.org/citation.cfm?id=3085024</a>
<LI> Deshpande, Adit, "The 9 Deep Learning Papers You Need To Know About," <I>Adit Deshpande</I> blog, Aug. 24, 2016. <br><a href="https://adeshpande3.github.io/adeshpande3.github.io/The-9-Deep-Learning-Papers-You-Need-To-Know-About.html">https://adeshpande3.github.io/adeshpande3.github.io/The-9-Deep-Learning-Papers-You-Need-To-Know-About.html</a>
<LI> Didyk, P., T. Ritschel, E. Eisemann, K. Myszkowski, and H.-P. Seidel, "Adaptive Image-Space Stereo View Synthesis," in <I>Proceedings of the Vision, Modeling, and Visualization Workshop 2010</I>, Eurographics Association, pp. 299-306, 2010. <br><a href="http://resources.mpi-inf.mpg.de/AdaptiveStereoViewSynthesis/AdaptiveStereoViewSynthesis.pdf">http://resources.mpi-inf.mpg.de/AdaptiveStereoViewSynthesis/AdaptiveStereoViewSynthesis.pdf</a>
<LI> Didyk, P., E. Eisemann, T. Ritschel, K. Myszkowski, and H.-P. Seidel, "Perceptually-Motivated Real-Time Temporal Upsampling of 3D Content for High-Refresh-Rate Displays," <I>Computer Graphics Forum</I>, vol. 29, no. 2, pp. 713-722, 2011. <br><a href="http://resources.mpi-inf.mpg.de/3DTemporalUpsampling/">http://resources.mpi-inf.mpg.de/3DTemporalUpsampling/</a>
<LI> Dietrich, Andreas, Enrico Gobbetti, and Sung-Eui Yoon, "Massive-Model Rendering Techniques," <I>IEEE Computer Graphics and Applications</I>, vol. 27, no. 6, pp. 20-34, Nov./Dec. 2007. <br><a href="http://koasas.kaist.ac.kr/bitstream/10203/24771/1/Tutorial_CGASE.pdf">http://koasas.kaist.ac.kr/bitstream/10203/24771/1/Tutorial_CGASE.pdf</a>
<LI> Dietrich, Sim, "Attenuation Maps," in Mark DeLoura, ed., <I>Game Programming Gems</I>, Charles River Media, pp. 543-548, 2000.
<LI> Dimitrijević, Aleksandar, "Performance State Tracking," in Patrick Cozzi & Christophe Riccio, eds., <I>OpenGL Insights</I>, CRC Press, pp. 527-534, 2012. <br><a href="https://github.com/OpenGLInsights">https://github.com/OpenGLInsights</a> <br><a href="https://smile.amazon.com/OpenGL-Insights-Patrick-Cozzi/dp/1439893764?tag=realtimerenderin">https://smile.amazon.com/OpenGL-Insights-Patrick-Cozzi/dp/1439893764</a>
<LI> Dimov, Rossen, "Deriving the Smith Shadowing Function for the GTR BRDF," Chaos Group White Paper, June 2015. <br><a href="https://docs.chaosgroup.com/display/RESEARCH/Deriving+the+Smith+shadowing+function+for+the+GTR+BRDF">https://docs.chaosgroup.com/display/RESEARCH/Deriving+the+Smith+shadowing+function+for+the+GTR+BRDF</a>
<LI> Ding, Vivian, "In-Game and Cinematic Lighting of <I>The Last of Us</I>," <I>Game Developers Conference</I>, Mar. 2014. <br><a href="http://www.gdcvault.com/play/1020475/In-Game-and-Cinematic-Lighting">http://www.gdcvault.com/play/1020475/In-Game-and-Cinematic-Lighting</a>
<LI> Dmitriev, Kirill, and Yury Uralsky, "Soft Shadows Using Hierarchical Min-Max Shadow Maps," <I>Game Developers Conference</I>, Mar. 2007. <br><a href="http://developer.download.nvidia.com/presentations/2007/gdc/SoftShadows.pdf">http://developer.download.nvidia.com/presentations/2007/gdc/SoftShadows.pdf</a>
<LI> Dobashi, Yoshinori, Kazufumi Kaneda, Hideo Yamashita, Tsuyoshi Okita, and Tomoyuki Nishita, "A Simple, Efficient Method for Realistic Animation of Clouds," in <I>SIGGRAPH '00: Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM Press/Addison-Wesley Publishing Co., pp. 19-28, July 2000.
<LI> Dobashi, Yoshinori, Tsuyoshi Yamamoto, and Tomoyuki Nishita, "Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware," in <I>Graphics Hardware 2002</I>, Eurographics Association, pp. 99-107, Sept. 2002. <br><a href="http://nis-ei.eng.hokudai.ac.jp/~doba/papers/HWW02.pdf">http://nis-ei.eng.hokudai.ac.jp/~doba/papers/HWW02.pdf</a>
<LI> Dobbie, Will, "GPU Text Rendering with Vector Textures," <br><a href="http://wdobbie.com/">http://wdobbie.com/</a>, <I>Will Dobbie</I> blog, Jan. 21, 2016. <br><a href="http://wdobbie.com/post/gpu-text-rendering-with-vector-textures/">http://wdobbie.com/post/gpu-text-rendering-with-vector-textures/</a>
<LI> Dobbyn, Simon, John Hamill, Keith O'Conor, and Carol O'Sullivan, "Geopostors: A Real-Time Geometry/Impostor Crowd Rendering System," in <I>Proceedings of the 2005 Symposium on Interactive 3D Graphics and Games</I>, ACM, pp. 95-102, Apr. 2005. <br><a href="http://www.tara.tcd.ie/bitstream/handle/2262/64121/DobbynI?sequence=1">http://www.tara.tcd.ie/bitstream/handle/2262/64121/DobbynI?sequence=1</a>
<LI> Doggett, M., "Texture Caches," <I>IEEE Micro</I>, vol. 32, no. 3, pp. 136-141, 2005. <br><a href="http://fileadmin.cs.lth.se/cs/Personal/Michael_Doggett/pubs/doggett12-tc.pdf">http://fileadmin.cs.lth.se/cs/Personal/Michael_Doggett/pubs/doggett12-tc.pdf</a>
<LI> Doghramachi, Hawar, and Jean-Normand Bucci, "Deferred+: Next-Gen Culling and Rendering for the Dawn Engine," in Wolfgang Engel, ed., <I>GPU Zen</I>, Black Cat Publishing, pp. 77-103, 2017. <br><a href="https://web.archive.org/web/20161012051609/https://community.eidosmontreal.com/blog/next-gen-dawn-engine">https://web.archive.org/web/20161012051609/https://community.eidosmontreal.com/blog/next-gen-dawn-engine</a> <br><a href="https://smile.amazon.com/dp/0998822892?tag=realtimerenderin">https://smile.amazon.com/dp/0998822892</a>
<LI> Dolby Laboratories Inc., "ICtCp Dolby White Paper," Dolby website. <br><a href="https://www.dolby.com/us/en/technologies/dolby-vision/ICtCp-white-paper.pdf">https://www.dolby.com/us/en/technologies/dolby-vision/ICtCp-white-paper.pdf</a>
<LI> Dominé, Sébastien, "OpenGL Multisample," <I>Game Developers Conference</I>, Mar. 2002. <br><a href="http://developer.nvidia.com/object/gdc_ogl_multisample.html">http://developer.nvidia.com/object/gdc_ogl_multisample.html</a>
<LI> Dong, Zhao, Bruce Walter, Steve Marschner, and Donald P. Greenberg, "Predicting Appearance from Measured Microgeometry of Metal Surfaces," <I>ACM Transactions on Graphics</I>, vol. 35, no. 1, article no. 9, 2015. <br><a href="http://www.cs.cornell.edu/Projects/metalappearance/">http://www.cs.cornell.edu/Projects/metalappearance/</a>
<LI> Donnelly, William, "Per-Pixel Displacement Mapping with Distance Functions," in Matt Pharr, ed., <I>GPU Gems 2</I>, Addison-Wesley, pp. 123-136, 2005. <br><a href="https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter08.html">https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter08.html</a> <br><a href="http://download.nvidia.com/developer/GPU_Gems_2/GPU_Gems2_ch08.pdf">http://download.nvidia.com/developer/GPU_Gems_2/GPU_Gems2_ch08.pdf</a>
<LI> Donnelly, William, and Andrew Lauritzen, "Variance Shadow Maps," in <I>Proceedings of the 2006 Symposium on Interactive 3D Graphics</I>, ACM, pp. 161-165, 2006. <br><a href="http://www.punkuser.net/vsm/">http://www.punkuser.net/vsm/</a>
<LI> Donner, Craig, and Henrik Wann Jensen, "Light Diffusion in Multi-Layered Translucent Materials," <I>ACM Transactions on Graphics (SIGGRAPH 2005)</I>, vol. 24, no. 3, pp. 1032-1039, 2005. <br><a href="http://jbit.net/~sparky/layered.pdf">http://jbit.net/~sparky/layered.pdf</a>
<LI> Doo, D., and M. Sabin, "Behaviour of Recursive Division Surfaces Near Extraordinary Points," <I>Computer-Aided Design</I>, vol. 10, no. 6, pp. 356-360, Sept. 1978. <br><a href="http://www.cs.caltech.edu/~cs175/cs175-02/resources/DS.pdf">http://www.cs.caltech.edu/~cs175/cs175-02/resources/DS.pdf</a>
<LI> Dorn, Jonathan, Connelly Barnes, Jason Lawrence, and Westley Weimer, "Towards Automatic Band-Limited Procedural Shaders," <I>Computer Graphics Forum (Pacific Graphics 2015)</I>, vol. 34, no. 7, pp. 77-87, 2015. <br><a href="http://www.cs.virginia.edu/~weimer/p/dorn-pg2015.pdf">http://www.cs.virginia.edu/~weimer/p/dorn-pg2015.pdf</a>
<LI> Doss, Joshua A., "Art-Based Rendering with Graftal Imposters," in Mark DeLoura, ed., <I>Game Programming Gems 7</I>, Charles River Media, pp. 447-454, 2008. <br><a href="https://smile.amazon.com/Game-Programming-Gems-GAME-PROGRAMMING/dp/1584505273?tag=realtimerenderin">https://smile.amazon.com/Game-Programming-Gems-GAME-PROGRAMMING/dp/1584505273</a>
<LI> Dou, Hang, Yajie Yan, Ethan Kerzner, Zeng Dai, and Chris Wyman, "Adaptive Depth Bias for Shadow Maps," <I>Journal of Computer Graphics Techniques</I>, vol. 3, no. 4, pp. 146-162, 2014. <br><a href="http://jcgt.org/published/0003/04/08/">http://jcgt.org/published/0003/04/08/</a>
<LI> Dougan, Carl, "The Parallel Transport Frame," in Mark DeLoura, ed., <I>Game Programming Gems 2</I>, Charles River Media, pp. 215-219, 2001.
<LI> Drago, F., K. Myszkowski, T. Annen, and N. Chiba, "Adaptive Logarithmic Mapping for Displaying High Contrast Scenes," <I>Computer Graphics Forum</I>, vol. 22, no. 3, pp. 419-426, 2003. <br><a href="http://resources.mpi-inf.mpg.de/tmo/logmap/logmap.pdf">http://resources.mpi-inf.mpg.de/tmo/logmap/logmap.pdf</a> <br><a href="https://onlinelibrary.wiley.com/doi/abs/10.1111/1467-8659.00689">https://onlinelibrary.wiley.com/doi/abs/10.1111/1467-8659.00689</a>
<LI> Driscoll, Rory, "Cubemap Texel Solid Angle," <I>CODEITNOW</I> blog, Jan. 15, 2012. <br><a href="http://www.rorydriscoll.com/2012/01/15/cubemap-texel-solid-angle/">http://www.rorydriscoll.com/2012/01/15/cubemap-texel-solid-angle/</a>
<LI> Drobot, Michal, "Quadtree Displacement Mapping with Height Blending," in Wolfgang Engel, ed., <I>GPU Pro</I>, A K Peters, Ltd., pp. 117-148, 2010. <br><a href="https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1568814720?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1568814720</a>
<LI> Drobot, Michał, "A Spatial and Temporal Coherence Framework for Real-Time Graphics," in Eric Lengyel, ed., <I>Game Engine Gems 2</I>, A K Peters, Ltd., pp. 97-118, 2011. <br><a href="http://gameenginegems.com/geg2.php">http://gameenginegems.com/geg2.php</a> <br><a href="https://smile.amazon.com/Game-Engine-Gems-Eric-Lengyel/dp/1568814372?tag=realtimerenderin">https://smile.amazon.com/Game-Engine-Gems-Eric-Lengyel/dp/1568814372</a>
<LI> Drobot, Michal, "Lighting of <I>Killzone: Shadow Fall</I>," <I>Digital Dragons</I> conference, Apr. 2013. <br><a href="https://www.guerrilla-games.com/read/killzone-shadow-fall-creating-art-tools-for-a-new-generation">https://www.guerrilla-games.com/read/killzone-shadow-fall-creating-art-tools-for-a-new-generation</a>
<LI> Drobot, Michal, "Physically Based Area Lights," in Wolfgang Engel, ed., <I>GPU Pro<sup>5</sup></I>, CRC Press, pp. 67-100, 2014. <br><a href="https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1482208636?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1482208636</a>
<LI> Drobot, Michal, "GCN Execution Patterns in Full Screen Passes," <I>Michal Drobot</I> blog, Apr. 1, 2014. <br><a href="https://michaldrobot.com/2014/04/01/gcn-execution-patterns-in-full-screen-passes/">https://michaldrobot.com/2014/04/01/gcn-execution-patterns-in-full-screen-passes/</a>
<LI> Drobot, Michał, "Hybrid Reconstruction Anti Aliasing," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, Aug. 2014. <br><a href="http://advances.realtimerendering.com/s2014/index.html#_HYBRID_RECONSTRUCTION_ANTI-ALIASING">http://advances.realtimerendering.com/s2014/index.html#_HYBRID_RECONSTRUCTION_ANTI-ALIASING</a>
<LI> Drobot, Michał, "Hybrid Reconstruction Antialiasing," in Wolfgang Engel, ed., <I>GPU Pro<sup>6</sup></I>, CRC Press, pp. 101-139, 2015. <br><a href="http://advances.realtimerendering.com/s2014/index.html#_HYBRID_RECONSTRUCTION_ANTI-ALIASING">http://advances.realtimerendering.com/s2014/index.html#_HYBRID_RECONSTRUCTION_ANTI-ALIASING</a> <br><a href="https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1482264617?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1482264617</a>
<LI> Drobot, Michal, "Rendering of <I>Call of Duty Infinite Warfare</I>," <I>Digital Dragons</I> conference, May 2017. <br><a href="https://www.activision.com/cdn/research/2017_DD_Rendering_of_COD_IW.pdf">https://www.activision.com/cdn/research/2017_DD_Rendering_of_COD_IW.pdf</a>
<LI> Drobot, Michal, "Improved Culling for Tiled and Clustered Rendering," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, Aug. 2017. <br><a href="http://advances.realtimerendering.com/s2017/">http://advances.realtimerendering.com/s2017/</a>
<LI> Drobot, Michał, "Practical Multilayered Materials in <I>Call of Duty Infinite Warfare</I>," <I>SIGGRAPH Physically Based Shading in Theory and Practice course</I>, Aug. 2017. <br><a href="http://blog.selfshadow.com/publications/s2017-shading-course/">http://blog.selfshadow.com/publications/s2017-shading-course/</a>
<LI> Duff, Tom, "Compositing 3-D Rendered Images," <I>Computer Graphics (SIGGRAPH '85 Proceedings)</I>, vol. 19, no. 3, pp. 41-44, July 1985. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.84.2213&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.84.2213&rep=rep1&type=pdf</a>
<LI> Duff, Tom, James Burgess, Per Christensen, Christophe Hery, Andrew Kensler, Max Liani, and Ryusuke Villemin, "Building an Orthonormal Basis, Revisited," <I>Journal of Computer Graphics Techniques</I>, vol. 6, no. 1, pp. 1-8, 2017. <br><a href="http://jcgt.org/published/0006/01/01/">http://jcgt.org/published/0006/01/01/</a>
<LI> Duffy, Joe, "CLR Inside Out," <I>MSDN Magazine</I>, vol. 21, no. 10, Sept. 2006. <br><a href="http://www.360doc.com/content/09/0206/16/28217_2474333.shtml">http://www.360doc.com/content/09/0206/16/28217_2474333.shtml</a> <br><a href="http://joeduffyblog.com/2016/11/30/15-years-of-concurrency/">http://joeduffyblog.com/2016/11/30/15-years-of-concurrency/</a> <br><a href="http://joeduffyblog.com/2006/10/26/concurrency-and-the-impact-on-reusable-libraries/">http://joeduffyblog.com/2006/10/26/concurrency-and-the-impact-on-reusable-libraries/</a>
<LI> Dufresne, Marc Fauconneau, "Forward Clustered Shading," <I>Intel Software Developer Zone</I>, Aug. 5, 2014. <br><a href="https://software.intel.com/en-us/articles/forward-clustered-shading">https://software.intel.com/en-us/articles/forward-clustered-shading</a>
<LI> Duiker, Haarm-Pieter, and George Borshukov, "Filmic Tone Mapping," Presentation at Electronic Arts, Oct. 27, 2006. <br><a href="http://duikerresearch.com/2015/09/filmic-tonemapping-ea-2006/">http://duikerresearch.com/2015/09/filmic-tonemapping-ea-2006/</a>
<LI> Duiker, Haarm-Pieter, "Filmic Tonemapping for Real-Time Rendering," <I>SIGGRAPH Color Enhancement and Rendering in Film and Game Production course</I>, July 2010. <br><a href="https://www.slideshare.net/hpduiker/filmic-tonemapping-for-realtime-rendering-siggraph-2010-color-course">https://www.slideshare.net/hpduiker/filmic-tonemapping-for-realtime-rendering-siggraph-2010-color-course</a>
<LI> Dummer, Jonathan, "Cone Step Mapping: An Iterative Ray-Heightfield Intersection Algorithm," <I>lonesock</I> website, 2006. <br><a href="http://www.lonesock.net/papers.html">http://www.lonesock.net/papers.html</a>
<LI> Dunn, Alex, "Transparency (or Translucency) Rendering," <I>NVIDIA GameWorks</I> blog, Oct. 20, 2014. <br><a href="https://developer.nvidia.com/content/transparency-or-translucency-rendering">https://developer.nvidia.com/content/transparency-or-translucency-rendering</a>
<LI> Dupuy, Jonathan, Eric Heitz, Jean-Claude Iehl, Pierre Poulin, Fabrice Neyret, and Victor Ostromoukhov, "Linear Efficient Antialiased Displacement and Reflectance Mapping," <I>ACM Transactions on Graphics</I>, vol. 32, no. 6, pp. 211:1-211:11, Nov. 2013. <br><a href="https://hal.inria.fr/hal-00858220/en">https://hal.inria.fr/hal-00858220/en</a>
<LI> Dupuy, Jonathan, "Antialiasing Physically Based Shading with LEADR Mapping," <I>SIGGRAPH Physically Based Shading in Theory and Practice course</I>, Aug. 2014. <br><a href="http://blog.selfshadow.com/publications/s2014-shading-course/">http://blog.selfshadow.com/publications/s2014-shading-course/</a>
<LI> Dupuy, Jonathan, Eric Heitz, and Eugene d'Eon, "Additional Progress Towards the Unification of Microfacet and Microflake Theories," in <I>Proceedings of the Eurographics Symposium on Rendering: Experimental Ideas & Implementations</I>, Eurographics Association, pp. 55-63, 2016. <br><a href="http://onrendering.com/data/papers/ms16/ms16.pdf">http://onrendering.com/data/papers/ms16/ms16.pdf</a> <br><a href="http://onrendering.com/~jdupuy/data/papers/ms16/slides/index.html#/">http://onrendering.com/~jdupuy/data/papers/ms16/slides/index.html#/</a>
<LI> Durand, Frédo, <I>3D Visibility: Analytical Study and Applications</I>, PhD thesis, Université Joseph Fourier, Grenoble, July 1999. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.427.3394&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.427.3394&rep=rep1&type=pdf</a>
<LI> Dutré, Philip, <I>Global Illumination Compendium</I>, webpage, Sept. 29, 2003. <br><a href="https://people.cs.kuleuven.be/~philip.dutre/GI/">https://people.cs.kuleuven.be/~philip.dutre/GI/</a>
<LI> Dutré, Philip, Kavita Bala, and Philippe Bekaert, <I>Advanced Global Illumination</I>, Second Edition, A K Peters, Ltd., 2006. <br><a href="https://smile.amazon.com/Advanced-Global-Illumination-Second-Philip/dp/1568813074?tag=realtimerenderin">https://smile.amazon.com/Advanced-Global-Illumination-Second-Philip/dp/1568813074</a>
<LI> Dyken, C., M. Reimers, and J. Seland, "Real-Time GPU Silhouette Refinement Using Adaptively Blended Bézier Patches," <I>Computer Graphics Forum</I>, vol. 27, no. 1, pp. 1-12, 2008.
<LI> Dyn, Nira, David Levin, and John A. Gregory, "A 4-Point Interpolatory Subdivision Scheme for Curve Design," <I>Computer Aided Geometric Design</I>, vol. 4, no. 4, pp. 257-268, 1987.
<LI> Eberly, David, "Triangulation by Ear Clipping," <I>Geometric Tools</I> website, 2003. <br><a href="https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf">https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf</a>
<LI> Eberly, David, <I>3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics</I>, Second Edition, Morgan Kaufmann, 2006. <br><a href="http://www.geometrictools.com/">http://www.geometrictools.com/</a> <br><a href="https://smile.amazon.com/Game-Engine-Design-Interactive-Technology/dp/0122290631?tag=realtimerenderin">https://smile.amazon.com/Game-Engine-Design-Interactive-Technology/dp/0122290631</a>
<LI> Eberly, David, "Reconstructing a Height Field from a Normal Map," <I>Geometric Tools</I> blog, May 3, 2006. <br><a href="https://www.geometrictools.com/Documentation/ReconstructHeightFromNormals.pdf">https://www.geometrictools.com/Documentation/ReconstructHeightFromNormals.pdf</a>
<LI> Eberly, David, "A Fast and Accurate Algorithm for Computing SLERP," <I>Journal of Graphics, GPU, and Game Tools</I>, vol. 15, no. 3, pp. 161-176, 2011. <br><a href="https://www.tandfonline.com/doi/abs/10.1080/2151237X.2011.610255">https://www.tandfonline.com/doi/abs/10.1080/2151237X.2011.610255</a>
<LI> Ebert, David S., John Hart, Bill Mark, F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley, <I>Texturing and Modeling: A Procedural Approach</I>, Third Edition, Morgan Kaufmann, 2002. <br><a href="https://smile.amazon.com/Texturing-Modeling-Third-Procedural-Approach/dp/1558608486?tag=realtimerenderin">https://smile.amazon.com/Texturing-Modeling-Third-Procedural-Approach/dp/1558608486</a>
<LI> Eccles, Allen, "The Diamond Monster 3Dfx Voodoo 1," <I>GameSpy Hall of Fame</I>, 2000. <br><a href="https://web.archive.org/web/20010105133000/http://www.gamespy.com/halloffame/october00/voodoo1">https://web.archive.org/web/20010105133000/http://www.gamespy.com/halloffame/october00/voodoo1</a>
<LI> Eisemann, Martin, and Xavier Décoret, "Fast Scene Voxelization and Applications," in <I>ACM SIGGRAPH 2006 Sketches</I>, ACM, article no. 8, 2006. <br><a href="https://pdfs.semanticscholar.org/3ebc/c2e5199aef395f0c63aadb93c16056e6b20a.pdf">https://pdfs.semanticscholar.org/3ebc/c2e5199aef395f0c63aadb93c16056e6b20a.pdf</a>
<LI> Eisemann, Martin, Marcus Magnor, Thorsten Grosch, and Stefan Müller, "Fast Ray/Axis-Aligned Bounding Box Overlap Tests Using Ray Slopes," <I>journal of graphics tools</I>, vol. 12, no. 4, pp. 35-46, 2007. <br><a href="https://pdfs.semanticscholar.org/1bba/317ebf98dd67a2dea7c42924311628b6d215.pdf">https://pdfs.semanticscholar.org/1bba/317ebf98dd67a2dea7c42924311628b6d215.pdf</a> <br><a href="https://github.com/erich666/jgt-code/tree/master/Volume_12/Number_4/Eisemann2007">https://github.com/erich666/jgt-code/tree/master/Volume_12/Number_4/Eisemann2007</a> <br><a href="https://www.tandfonline.com/doi/abs/10.1080/2151237X.2007.10129248">https://www.tandfonline.com/doi/abs/10.1080/2151237X.2007.10129248</a>
<LI> Eisemann, Martin, and Xavier Décoret, "Occlusion Textures for Plausible Soft Shadows," <I>Computer Graphics Forum</I>, vol. 27, no. 1, pp. 13-23, 2008. <br><a href="https://hal.inria.fr/file/index/docid/345281/filename/pib06.pdf">https://hal.inria.fr/file/index/docid/345281/filename/pib06.pdf</a>
<LI> Eisemann, Martin, Michael Schwarz, Ulf Assarsson, and Michael Wimmer, <I>Real-Time Shadows</I>, A K Peters/CRC Press, 2011. <br><a href="http://www.realtimeshadows.com/">http://www.realtimeshadows.com/</a><br><a href="https://www.realtimeshadows.com/?q=node/15">https://www.realtimeshadows.com/?q=node/15</a>
<LI> Eisemann, Martin, Michael Schwarz, Ulf Assarsson, and Michael Wimmer, <I>SIGGRAPH Efficient Real-Time Shadows course</I>, Aug. 2012. <br><a href="http://www.cse.chalmers.se/~uffe/SIGGRAPH2012CourseNotes.pdf">http://www.cse.chalmers.se/~uffe/SIGGRAPH2012CourseNotes.pdf</a>
<LI> El Garawany, Ramy, "Deferred Lighting in <I>Uncharted 4</I>," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, July 2016. <br><a href="http://advances.realtimerendering.com/s2016/">http://advances.realtimerendering.com/s2016/</a>
<LI> El Mansouri, Jalal, "Rendering Tom Clancy's Rainbow Six Siege," <I>Game Developers Conference</I>, Mar. 2016. <br><a href="https://www.scribd.com/document/349888223/El-Mansouri-Jalal-Rendering-Rainbow-Six-pdf">https://www.scribd.com/document/349888223/El-Mansouri-Jalal-Rendering-Rainbow-Six-pdf</a>
<LI> Elcott, Sharif, Kay Chang, Masayoshi Miyamoto, and Napaporn Metaaphanon, "Rendering Techniques of <I>Final Fantasy XV</I>," in <I>ACM SIGGRAPH 2016 Talks</I>, ACM, article no. 48, July 2016. <br><a href="https://www.youtube.com/watch?v=T6UWUy4nto0&t=40m50s">https://www.youtube.com/watch?v=T6UWUy4nto0&t=40m50s</a>
<LI> Eldridge, Matthew, Homan Igehy, and Pat Hanrahan, "Pomegranate: A Fully Scalable Graphics Architecture," in <I>SIGGRAPH '00: Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM Press/Addison-Wesley Publishing Co., pp. 443-454, July 2000. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.208.6167&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.208.6167&rep=rep1&type=pdf</a>
<LI> Eldridge, Matthew, <I>Designing Graphics Architectures around Scalability and Communication</I>, PhD thesis, Stanford University, June 2001. <br><a href="https://graphics.stanford.edu/papers/eldridge_thesis/eldridge_phd.pdf">https://graphics.stanford.edu/papers/eldridge_thesis/eldridge_phd.pdf</a>
<LI> Elek, Oskar, "Rendering Parametrizable Planetary Atmospheres with Multiple Scattering in Real Time," <I>Central European Seminar on Computer Graphics</I>, 2009. <br><a href="http://www.cescg.org/CESCG-2009/papers/PragueCUNI-Elek-Oskar09.pdf">http://www.cescg.org/CESCG-2009/papers/PragueCUNI-Elek-Oskar09.pdf</a> <br><a href="http://www.oskee.wz.cz/stranka/oskee.php?id=1223749027">http://www.oskee.wz.cz/stranka/oskee.php?id=1223749027</a>
<LI> Elek, Oskar, "Layered Materials in Real-Time Rendering," in <I>Proceedings of the 14th Central European Seminar on Computer Graphics</I>, Vienna University of Technology, pp. 27-34, May 2010. <br><a href="https://scholar.google.com/scholar?hl=en&as_sdt=0%2C22&q=Layered+Materials+in+Real-Time+Rendering&btnG=">https://scholar.google.com/scholar?hl=en&as_sdt=0%2C22&q=Layered+Materials+in+Real-Time+Rendering&btnG=</a>
<LI> Elinas, Pantelis, and Wolfgang Stuerzlinger, "Real-Time Rendering of 3D Clouds," <I>journal of graphics tools</I>, vol. 5, no. 4, pp. 33-45, 2000.
<LI> van Emde Boas, P., R. Kaas, and E. Zijlstra, "Design and Implementation of an Efficient Priority Queue," <I>Mathematical Systems Theory</I>, vol. 10, no. 1, pp. 99-127, 1977.
<LI> Enderton, Eric, Erik Sintorn, Peter Shirley, and David Luebke, "Stochastic Transparency," <I>IEEE Transactions on Visualization and Computer Graphics</I>, vol. 17, no. 8, pp. 1036-1047, 2011. <br><a href="http://www.enderton.org/eric/pub/StochasticTransparency_I3D2010.pdf">http://www.enderton.org/eric/pub/StochasticTransparency_I3D2010.pdf</a>
<LI> Endres, Michael, and Frank Kitson, "Perfecting The Pixel: Refining the Art of Visual Styling," <I>Game Developers Conference</I>, Mar. 2010. <br><a href="http://www.gdcvault.com/play/1012248/Perfecting-the-Pixel-Refining-the">http://www.gdcvault.com/play/1012248/Perfecting-the-Pixel-Refining-the</a>
<LI> Eng, Austin, "Tighter Frustum Culling and Why You May Want to Disregard It," <I>Cesium</I> blog, Feb. 2, 2017. <br><a href="https://cesium.com/blog/2017/02/02/tighter-frustum-culling-and-why-you-may-want-to-disregard-it/">https://cesium.com/blog/2017/02/02/tighter-frustum-culling-and-why-you-may-want-to-disregard-it/</a>
<LI> Engel, Wolfgang, ed., <I>Direct3D ShaderX: Vertex & Pixel Shader Tips and Techniques</I>, Wordware, 2002. <br><a href="http://www.realtimerendering.com/resources/shaderx/">http://www.realtimerendering.com/resources/shaderx/</a>
<LI> Engel, Wolfgang, ed., <I>ShaderX<sup>2</sup>: Introduction & Tutorials with DirectX 9</I>, Wordware, 2004. <br><a href="http://www.realtimerendering.com/resources/shaderx/">http://www.realtimerendering.com/resources/shaderx/</a>
<LI> Engel, Wolfgang, ed., <I>ShaderX<sup>2</sup>: Shader Programming Tips & Tricks with DirectX 9</I>, Wordware, 2004. <br><a href="http://www.realtimerendering.com/resources/shaderx/">http://www.realtimerendering.com/resources/shaderx/</a>
<LI> Engel, Wolfgang, ed., <I>ShaderX<sup>3</sup></I>, Charles River Media, 2004. <br><a href="http://www.shaderx3.com">http://www.shaderx3.com</a>
<LI> Engel, Wolfgang, "Cascaded Shadow Maps," in Wolfgang Engel, ed., <I>ShaderX<sup>5</sup></I>, Charles River Media, pp. 197-206, 2006.
<LI> Engel, Wolfgang, "Designing a Renderer for Multiple Lights: The Light Pre-Pass Renderer," in Wolfgang Engel, ed., <I>ShaderX<sup>7</sup></I>, Charles River Media, pp. 655-666, 2009.
<LI> Engel, Wolfgang, "Light Pre-Pass; Deferred Lighting: Latest Development," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, Aug. 2009. <br><a href="http://advances.realtimerendering.com/s2009/">http://advances.realtimerendering.com/s2009/</a>
<LI> Engel, Wolfgang, "The Filtered and Culled Visibility Buffer," <I>Game Developers Conference Europe</I>, Aug. 2016. <br><a href="http://www.conffx.com/Visibility_Buffer_GDCE.pdf">http://www.conffx.com/Visibility_Buffer_GDCE.pdf</a> <br><a href="http://www.confettispecialfx.com/gdce-2016-the-filtered-and-culled-visibility-buffer-2/">http://www.confettispecialfx.com/gdce-2016-the-filtered-and-culled-visibility-buffer-2/</a>
<LI> Engelhardt, Thomas, and Carsten Dachsbacher, "Octahedron Environment Maps," in <I>Proceedings of the Vision, Modeling, and Visualization Conference 2008</I>, Aka GmbH, pp. 383-388 Oct. 2008. <br><a href="https://pdfs.semanticscholar.org/fcb9/a6dbdf7b4c31f94e481cf101c83b73ea6410.pdf">https://pdfs.semanticscholar.org/fcb9/a6dbdf7b4c31f94e481cf101c83b73ea6410.pdf</a>
<LI> Ericson, Christer, <I>Real-Time Collision Detection</I>, Morgan Kaufmann, 2005. <br><a href="http://realtimecollisiondetection.net/">http://realtimecollisiondetection.net/</a>
<LI> Ericson, Christer, "Collisions Using Separating-Axis Tests," <I>Game Developers Conference</I>, Mar. 2007. <br><a href="https://www.essentialmath.com/tutorial.htm">https://www.essentialmath.com/tutorial.htm</a> <br><a href="http://www.realtimecollisiondetection.net/pubs/GDC07_Ericson_Physics_Tutorial_SAT.ppt">http://www.realtimecollisiondetection.net/pubs/GDC07_Ericson_Physics_Tutorial_SAT.ppt</a>
<LI> Ericson, Christer, "More Capcom/CEDEC Bean-Spilling," <I>realtimecollisiondetection.net--the blog</I>, Oct. 1, 2007. <br><a href="http://realtimecollisiondetection.net/blog/?p=35">http://realtimecollisiondetection.net/blog/?p=35</a>
<LI> Ericson, Christer, "Order Your Graphics Draw Calls Around!" <I>realtimecollisiondetection.net--the blog</I>, Oct. 3, 2008. <br><a href="http://realtimecollisiondetection.net/blog/?p=86">http://realtimecollisiondetection.net/blog/?p=86</a>
<LI> Ericson, Christer, "Optimizing the Rendering of a Particle System," <I>realtimecollisiondetection.net--the blog</I>, Jan. 2, 2009. <br><a href="http://realtimecollisiondetection.net/blog/?p=91">http://realtimecollisiondetection.net/blog/?p=91</a>
<LI> Ericson, Christer, "Optimizing a Sphere-Triangle Intersection Test," <I>realtimecollisiondetection.net--the blog</I>, Dec. 30, 2010. <br><a href="http://realtimecollisiondetection.net/blog/?p=103">http://realtimecollisiondetection.net/blog/?p=103</a>
<LI> Eriksson, Carl, Dinesh Manocha, and William V. Baxter III, "HLODs for Faster Display of Large Static and Dynamic Environments," in <I>Proceedings of the 2001 Symposium on Interactive 3D Graphics</I>, ACM, pp. 111-120, 2001. <br><a href="http://www.subdude-site.com/WebPages_Local/RefInfo/Computer/Linux/LinuxGuidesOfOthers/linuxProgrammingGuides/pdfs/3Dglui/GLUI_HLODdisplayOfLargeModels_DoubleEagleTankerExample_OpenGLandGLUI_2001_11pgs.pdf">http://www.subdude-site.com/WebPages_Local/RefInfo/Computer/Linux/LinuxGuidesOfOthers/linuxProgrammingGuides/pdfs/3Dglui/GLUI_HLODdisplayOfLargeModels_DoubleEagleTankerExample_OpenGLandGLUI_2001_11pgs.pdf</a>
<LI> Estevez, Alejandro Conty, and Christopher Kulla, "Production Friendly Microfacet Sheen BRDF," Technical Report, Sony Imageworks, 2017. <br><a href="http://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_sheen.pdf">http://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_sheen.pdf</a>
<LI> Etuaho, Olli, "Bug-Free and Fast Mobile WebGL," in Patrick Cozzi, ed., <I>WebGL Insights</I>, CRC Press, pp. 123-137, 2015. <br><a href="http://webglinsights.com">http://webglinsights.com</a>
<LI> Evans, Alex, "Fast Approximations for Global Illumination on Dynamic Scenes," <I>SIGGRAPH Advanced Real-Time Rendering in 3D Graphics and Games course</I>, Aug. 2006. <br><a href="https://pdfs.semanticscholar.org/af91/4d0a0b10f941df26afd9037d3601fa711e4e.pdf#page=159">https://pdfs.semanticscholar.org/af91/4d0a0b10f941df26afd9037d3601fa711e4e.pdf#page=159</a>
<LI> Evans, Alex, and Anton Kirczenow, "Voxels in <I>LittleBigPlanet 2</I>," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, Aug. 2011. <br><a href="http://advances.realtimerendering.com/s2011/index.html">http://advances.realtimerendering.com/s2011/index.html</a>
<LI> Evans, Alex, "Learning from Failure: A Survey of Promising, Unconventional and Mostly Abandoned Renderers for `Dreams PS4', a Geometrically Dense, Painterly UGC Game," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, Aug. 2015. <br><a href="http://advances.realtimerendering.com/s2015/AlexEvans_SIGGRAPH-2015-sml.pdf">http://advances.realtimerendering.com/s2015/AlexEvans_SIGGRAPH-2015-sml.pdf</a>
<LI> Evans, Martin, "Drawing Stuff on Other Stuff with Deferred Screenspace Decals," <I>Blog 3.0</I>, Feb. 27, 2015. <br><a href="http://martindevans.me/game-development/2015/02/27/Drawing-Stuff-On-Other-Stuff-With-Deferred-Screenspace-Decals/">http://martindevans.me/game-development/2015/02/27/Drawing-Stuff-On-Other-Stuff-With-Deferred-Screenspace-Decals/</a>
<LI> Everitt, Cass, "One-Pass Silhouette Rendering with GeForce and GeForce2," NVIDIA White Paper, June 2000. <br><a href="http://developer.nvidia.com">http://developer.nvidia.com</a>
<LI> Everitt, Cass, "Interactive Order-Independent Transparency," NVIDIA White Paper, May 2001. <br><a href="http://developer.nvidia.com">http://developer.nvidia.com</a>
<LI> Everitt, Cass, and Mark Kilgard, "Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering," NVIDIA White Paper, Mar. 2002. <br><a href="https://arxiv.org/abs/cs/0301002">https://arxiv.org/abs/cs/0301002</a>
<LI> Everitt, Cass, and John McDonald, "Beyond Porting," <I>Steam Dev Days</I>, Feb. 2014. <br><a href="http://www.ozone3d.net/dl/201401/NVIDIA_OpenGL_beyond_porting.pdf">http://www.ozone3d.net/dl/201401/NVIDIA_OpenGL_beyond_porting.pdf</a>
<LI> Everitt, Cass, Graham Sellers, John McDonald, and Tim Foley, "Approaching Zero Driver Overhead," <I>Game Developers Conference</I>, Mar. 2014. <br><a href="http://www.slideshare.net/CassEveritt/approaching-zero-driver-overhead">http://www.slideshare.net/CassEveritt/approaching-zero-driver-overhead</a>
<LI> Everitt, Cass, "Multiview Rendering," <I>SIGGRAPH Moving Mobile Graphics course</I>, July 2016. <br><a href="https://www.dropbox.com/sh/afhqg6tsit20p41/AAACBQt7gW0IUHrFe60d56dKa/2016?dl=0&preview=5-mmg-siggraph2016-multiview-cass.pdf">https://www.dropbox.com/sh/afhqg6tsit20p41/AAACBQt7gW0IUHrFe60d56dKa/2016?dl=0&preview=5-mmg-siggraph2016-multiview-cass.pdf</a>
<LI> Ewins, Jon P., Marcus D. Waller, Martin White, and Paul F. Lister, "MIP-Map Level Selection for Texture Mapping," <I>IEEE Transactions on Visualization and Computer Graphics</I>, vol. 4, no. 4, pp. 317-329, Oct.-Dec. 1998. <br><a href="https://www.researchgate.net/profile/Martin_White6/publication/3410856_MIP-map_Level_Selection_for_Texture_Mapping/links/02e7e526ccbea2333a000000/MIP-map-Level-Selection-for-Texture-Mapping.pdf">https://www.researchgate.net/profile/Martin_White6/publication/3410856_MIP-map_Level_Selection_for_Texture_Mapping/links/02e7e526ccbea2333a000000/MIP-map-Level-Selection-for-Texture-Mapping.pdf</a>
<LI> Eyles, J., S. Molnar, J. Poulton, T. Greer, A. Lastra, N. England, and L. Westover, "PixelFlow: The Realization," in <I>Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware</I>, ACM, pp. 57-68, Aug. 1997. <br><a href="https://diglib.eg.org/bitstream/handle/10.2312/EGGH.EGGH97.057-067/057-067.pdf?sequence=1">https://diglib.eg.org/bitstream/handle/10.2312/EGGH.EGGH97.057-067/057-067.pdf?sequence=1</a>
<LI> Fairchild, Mark D., <I>Color Appearance Models</I>, Third Edition, John Wiley & Sons, Inc., 2013. <br><a href="https://smile.amazon.com/Color-Appearance-Models-Mark-Fairchild/dp/1119967031?tag=realtimerenderin">https://smile.amazon.com/Color-Appearance-Models-Mark-Fairchild/dp/1119967031</a>
<LI> Farin, Gerald, "Triangular Bernstein-Bézier Patches," <I>Computer Aided Geometric Design</I>, vol. 3, no. 2, pp. 83-127, 1986. <br><a href="https://pdfs.semanticscholar.org/599a/7965f85462c9b6360b192116d9d3cd6d2430.pdf">https://pdfs.semanticscholar.org/599a/7965f85462c9b6360b192116d9d3cd6d2430.pdf</a>
<LI> Farin, Gerald, <I>Curves and Surfaces for Computer Aided Geometric Design--A Practical Guide</I>, Fifth Edition, Morgan-Kaufmann, 2002. <br><a href="http://www.farinhansford.com/books/cagd/">http://www.farinhansford.com/books/cagd/</a> <br><a href="https://smile.amazon.com/Curves-Surfaces-CAGD-Fourth-Scientific/dp/0122490541?tag=realtimerenderin">https://smile.amazon.com/Curves-Surfaces-CAGD-Fourth-Scientific/dp/0122490541</a>
<LI> Farin, Gerald E., <I>NURBS: From Projective Geometry to Practical Use</I>, Second Edition, A K Peters, Ltd., 1999. <br><a href="http://www.farinhansford.com/books/nurbs/">http://www.farinhansford.com/books/nurbs/</a> <br><a href="https://smile.amazon.com/Nurbs-Projective-Geometry-Practical-Use/dp/1568810849?tag=realtimerenderin">https://smile.amazon.com/Nurbs-Projective-Geometry-Practical-Use/dp/1568810849</a>
<LI> Farin, Gerald, and Dianne Hansford, <I>The Essentials of CAGD</I>, A K Peters, Ltd., 2000. <br><a href="http://www.farinhansford.com/books/essentials-cagd/">http://www.farinhansford.com/books/essentials-cagd/</a> <br><a href="https://smile.amazon.com/Essentials-CAGD-Gerald-Farin/dp/1568811233?tag=realtimerenderin">https://smile.amazon.com/Essentials-CAGD-Gerald-Farin/dp/1568811233</a>
<LI> Farin, Gerald E., and Dianne Hansford, <I>Practical Linear Algebra: A Geometry Toolbox</I>, Third Edition, A K Peters/CRC Press, 2013. <br><a href="http://www.farinhansford.com/books/pla/">http://www.farinhansford.com/books/pla/</a> <br><a href="https://smile.amazon.com/Practical-Linear-Algebra-Geometry-Toolbox/dp/1466579560?tag=realtimerenderin">https://smile.amazon.com/Practical-Linear-Algebra-Geometry-Toolbox/dp/1466579560</a>
<LI> Fatahalian, Kayvon, and Randy Bryant, <I>Parallel Computer Architecture and Programming course</I>, Carnegie Mellon University, Spring 2017. <br><a href="http://15418.courses.cs.cmu.edu/spring2017/lecture/basicarch">http://15418.courses.cs.cmu.edu/spring2017/lecture/basicarch</a>
<LI> Fauconneau, M., "High-Quality, Fast DX11 Texture Compression with ISPC," <I>Game Developers Conference</I>, Mar. 2015. <br><a href="https://software.intel.com/sites/default/files/managed/4a/38/High-Quality_Fast-DX11-Texture-Compression.pdf">https://software.intel.com/sites/default/files/managed/4a/38/High-Quality_Fast-DX11-Texture-Compression.pdf</a>
<LI> Fedkiw, Ronald, Jos Stam, and Henrik Wann Jensen, "Visual Simulation of Smoke," in <I>SIGGRAPH '01: Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM, pp. 15-22, Aug. 2001. <br><a href="http://www.dgp.toronto.edu/people/stam/reality/Research/pub.html">http://www.dgp.toronto.edu/people/stam/reality/Research/pub.html</a> <br><a href="http://physbam.stanford.edu/~fedkiw/papers/stanford2001-01.pdf">http://physbam.stanford.edu/~fedkiw/papers/stanford2001-01.pdf</a>
<LI> Fenney, Simon, "Texture Compression Using Low-Frequency Signal Modulation," in <I>Graphics Hardware 2003</I>, Eurographics Association, pp. 84-91, July 2003. <br><a href="https://www.researchgate.net/profile/Simon_Fenney/publication/221249059_Texture_compression_using_low-frequency_signal_modulation/links/00b7d52e78371ccf08000000/Texture-compression-using-low-frequency-signal-modulation.pdf">https://www.researchgate.net/profile/Simon_Fenney/publication/221249059_Texture_compression_using_low-frequency_signal_modulation/links/00b7d52e78371ccf08000000/Texture-compression-using-low-frequency-signal-modulation.pdf</a>
<LI> Fernandes, António Ramires, and Bruno Oliveira, "GPU Tessellation: We Still Have a LOD of Terrain to Cover," in Patrick Cozzi & Christophe Riccio, eds., <I>OpenGL Insights</I>, CRC Press, pp. 145-161, 2012. <br><a href="https://github.com/OpenGLInsights">https://github.com/OpenGLInsights</a> <br><a href="https://smile.amazon.com/OpenGL-Insights-Patrick-Cozzi/dp/1439893764?tag=realtimerenderin">https://smile.amazon.com/OpenGL-Insights-Patrick-Cozzi/dp/1439893764</a>
<LI> Fernando, Randima, "Percentage-Closer Soft Shadows," in <I>ACM SIGGRAPH 2005 Sketches</I>, ACM, article no. 35, Aug. 2005. <br><a href="http://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf">http://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf</a>
<LI> Ferwerda, James, "Elements of Early Vision for Computer Graphics," <I>IEEE Computer Graphics and Applications</I>, vol. 21, no. 5, pp. 22-33, Sept./Oct. 2001. <br><a href="http://www.graphics.cornell.edu/~jaf/publications/publications.html">http://www.graphics.cornell.edu/~jaf/publications/publications.html</a>
<LI> Feynman, Richard, Robert B. Leighton, and Matthew Sands, <I>The Feynman Lectures on Physics</I>, 1963. <br><a href="http://www.feynmanlectures.caltech.edu/">http://www.feynmanlectures.caltech.edu/</a>, Available at <I>Feynman Lectures</I> website, 2006.
<LI> de Figueiredo, L. H., "Adaptive Sampling of Parametric Curves," in Alan Paeth, ed., <I>Graphics Gems V</I>, Academic Press, pp. 173-178, 1995. <br><a href="http://www.graphicsgems.org">http://www.graphicsgems.org</a> <br><a href="https://smile.amazon.com/Graphics-Version-Morgan-Kaufmann-Computer/dp/0125434553?tag=realtimerenderin">https://smile.amazon.com/Graphics-Version-Morgan-Kaufmann-Computer/dp/0125434553</a>
<LI> Filion, Dominic, and Rob McNaughton, "Starcraft II: Effects and Techniques," <I>SIGGRAPH Advances in Real-Time Rendering in 3D Graphics and Games course</I>, Aug. 2008. <br><a href="https://developer.amd.com/wordpress/media/2013/01/Chapter05-Filion-StarCraftII.pdf">https://developer.amd.com/wordpress/media/2013/01/Chapter05-Filion-StarCraftII.pdf</a> <br><a href="https://web.archive.org/web/20160909000948/http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/S2008-Filion-McNaughton-StarCraftII.pdf">https://web.archive.org/web/20160909000948/http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/S2008-Filion-McNaughton-StarCraftII.pdf</a>
<LI> Fisher, F., and A. Woo, "R.E versus N.H Specular Highlights," in Paul S. Heckbert, ed., <I>Graphics Gems IV</I>, Academic Press, pp. 388-400, 1994. <br><a href="https://smile.amazon.com/Graphics-Gems-IV-IBM-Version/dp/0123361559?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-IV-IBM-Version/dp/0123361559</a>
<LI> Flavell, Andrew, "Run Time Mip-Map Filtering," <I>Game Developer</I>, vol. 5, no. 11, pp. 34-43, Nov. 1998. <br><a href="https://www.gdcvault.com/gdmag">https://www.gdcvault.com/gdmag</a>
<LI> Floater, Michael, Kai Hormann, and Géza Kós, "A General Construction of Barycentric Coordinates over Convex Polygons," <I>Advances in Computational Mathematics</I>, vol. 24, no. 1-4, pp. 311-331, Jan. 2006. <br><a href="http://www.inf.usi.ch/faculty/hormann/papers/Floater.2006.AGC.pdf">http://www.inf.usi.ch/faculty/hormann/papers/Floater.2006.AGC.pdf</a>
<LI> Floater, M., "Triangular Bézier Surfaces," Technical Report, University of Oslo, Aug. 2011. <br><a href="http://www.uio.no/studier/emner/matnat/ifi/INF4360/h11/undervisningsmateriale/bezier3.pdf">http://www.uio.no/studier/emner/matnat/ifi/INF4360/h11/undervisningsmateriale/bezier3.pdf</a>
<LI> Fog, Agner, "Optimizing Software in C++," <I>Software Optimization Resources</I>, 2007. <br><a href="http://www.agner.org/optimize/">http://www.agner.org/optimize/</a>
<LI> Fogal, Thomas, Alexander Schiewe, and Jens Krüger, "An Analysis of Scalable GPU-Based Ray-Guided Volume Rendering," in <I>Proceedings of the IEEE Symposium on Large Data Analysis and Visualization (LDAV 13)</I>, IEEE Computer Society, pp. 43-51, 2013. <br><a href="https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4260263/">https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4260263/</a>
<LI> Foley, Tim, "Introduction to Parallel Programming Models," <I>SIGGRAPH Beyond Programmable Shading course</I>, Aug. 2009. <br><a href="http://s09.idav.ucdavis.edu/talks/03_tfoley_ProgrammingModels.pdf">http://s09.idav.ucdavis.edu/talks/03_tfoley_ProgrammingModels.pdf</a>
<LI> Fong, Julian, Magnus Wrenninge, Christopher Kulla, and Ralf Habel, <I>SIGGRAPH Production Volume Rendering course</I>, Aug. 2017. <br><a href="https://graphics.pixar.com/library/ProductionVolumeRendering/paper.pdf">https://graphics.pixar.com/library/ProductionVolumeRendering/paper.pdf</a>
<LI> Forest, Vincent, Loic Barthe, and Mathias Paulin, "Real-Time Hierarchical Binary-Scene Voxelization," <I>journal of graphics, GPU, and game tools</I>, vol. 14, no. 3, pp. 21-34, 2011. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.363.2656&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.363.2656&rep=rep1&type=pdf</a>
<LI> Forsyth, Tom, "Comparison of VIPM Methods," in Mark DeLoura, ed., <I>Game Programming Gems 2</I>, Charles River Media, pp. 363-376, 2001.
<LI> Forsyth, Tom, "Impostors: Adding Clutter," in Mark DeLoura, ed., <I>Game Programming Gems 2</I>, Charles River Media, pp. 488-496, 2001.
<LI> Forsyth, Tom, "Making Shadow Buffers Robust Using Multiple Dynamic Frustums," in Wolfgang Engel, ed., <I>ShaderX<sup>4</sup></I>, Charles River Media, pp. 331-346, 2005.
<LI> Forsyth, Tom, "Extremely Practical Shadows," <I>Game Developers Conference</I>, Mar. 2006. <br><a href="https://tomforsyth1000.github.io/papers/papers.html">https://tomforsyth1000.github.io/papers/papers.html</a>
<LI> Forsyth, Tom, "Linear-Speed Vertex Cache Optimisation," <I>TomF's Tech Blog</I>, Sept. 28, 2006. <br><a href="http://eelpi.gotdns.org/papers/fast_vert_cache_opt.html">http://eelpi.gotdns.org/papers/fast_vert_cache_opt.html</a>
<LI> Forsyth, Tom, "Shadowbuffers," <I>Game Developers Conference</I>, Mar. 2007. <br><a href="https://tomforsyth1000.github.io/papers/papers.html">https://tomforsyth1000.github.io/papers/papers.html</a>
<LI> Forsyth, Tom, "The Trilight: A Simple General-Purpose Lighting Model for Games," <I>TomF's Tech Blog</I>, Mar. 22, 2007. <br><a href="https://tomforsyth1000.github.io/papers/papers.html">https://tomforsyth1000.github.io/papers/papers.html</a>
<LI> Forsyth, Tom, "Renderstate Change Costs," <I>TomF's Tech Blog</I>, Jan. 27, 2008. <br><a href="https://tomforsyth1000.github.io/blog.wiki.html">https://tomforsyth1000.github.io/blog.wiki.html</a>
<LI> Forsyth, Tom, "VR, AR and Other Realities," <I>TomF's Tech Blog</I>, Sept. 16, 2012. <br><a href="https://tomforsyth1000.github.io/blog.wiki.html#%5B%5BVR%2C%20AR%20and%20other%20realities%5D%5D">https://tomforsyth1000.github.io/blog.wiki.html#%5B%5BVR%2C%20AR%20and%20other%20realities%5D%5D</a>
<LI> Forsyth, Tom, "Premultiplied Alpha Part 2," <I>TomF's Tech Blog</I>, Mar. 18, 2015. <br><a href="https://tomforsyth1000.github.io/blog.wiki.html#%5B%5BPremultiplied%20alpha%5D%5D">https://tomforsyth1000.github.io/blog.wiki.html#%5B%5BPremultiplied%20alpha%5D%5D</a>
<LI> Forsyth, Tom, "The sRGB Learning Curve," <I>TomF's Tech Blog</I>, Nov. 30, 2015. <br><a href="https://tomforsyth1000.github.io/blog.wiki.html#%5B%5BThe%20sRGB%20learning%20curve%5D%5D">https://tomforsyth1000.github.io/blog.wiki.html#%5B%5BThe%20sRGB%20learning%20curve%5D%5D</a>
<LI> Fowles, Grant R., <I>Introduction to Modern Optics</I>, Second Edition, Holt, Reinhart, and Winston, 1975.
<LI> Franklin, Dustin, "Hardware-Based Ambient Occlusion," in Wolfgang Engel, ed., <I>ShaderX<sup>4</sup></I>, Charles River Media, pp. 91-100, 2005.
<LI> Frey, Ivo Zoltan, "Spherical Skinning with Dual-Quaternions and QTangents," in <I>ACM SIGGRAPH 2011 Talks</I>, article no. 11, Aug. 2011. <br><a href="http://www.crytek.com/cryengine/presentations/spherical-skinning-with-dual-quaternions-and-qtangents">http://www.crytek.com/cryengine/presentations/spherical-skinning-with-dual-quaternions-and-qtangents</a>
<LI> Frisken, Sarah, Ronald N. Perry, Alyn P. Rockwood, and Thouis R. Jones, "Adaptively Sampled Distance Fields: A General Representation of Shape for Computer Graphics," in <I>SIGGRAPH '00: Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM Press/Addison-Wesley Publishing Co., pp. 249-254, July 2000. <br><a href="https://www.researchgate.net/profile/Sarah_Frisken/publication/2354546_Adaptively_Sampled_Distance_Fields_A_General_Representation_of_Shape_for_Computer_Graphics/links/5745ba0f08ae9ace842419e4/Adaptively-Sampled-Distance-Fields-A-General-Representation-of-Shape-for-Computer-Graphics.pdf">https://www.researchgate.net/profile/Sarah_Frisken/publication/2354546_Adaptively_Sampled_Distance_Fields_A_General_Representation_of_Shape_for_Computer_Graphics/links/5745ba0f08ae9ace842419e4/Adaptively-Sampled-Distance-Fields-A-General-Representation-of-Shape-for-Computer-Graphics.pdf</a>
<LI> Frisvad, Jeppe Revall, "Building an Orthonormal Basis from a 3D Unit Vector Without Normalization," <I>journal of graphics tools</I>, vol. 16, no. 3, pp. 151-159, 2012. <br><a href="http://orbit.dtu.dk/files/126824972/onb_frisvad_jgt2012_v2.pdf">http://orbit.dtu.dk/files/126824972/onb_frisvad_jgt2012_v2.pdf</a>
<LI> Fry, Alex, "High Dynamic Range Color Grading and Display in Frostbite," <I>Game Developers Conference</I>, Feb.-Mar. 2017. <br><a href="https://www.ea.com/frostbite/news/high-dynamic-range-color-grading-and-display-in-frostbite">https://www.ea.com/frostbite/news/high-dynamic-range-color-grading-and-display-in-frostbite</a>
<LI> Frykholm, Niklas, "The BitSquid Low Level Animation System," <I>Autodesk Stingray</I> blog, Nov. 20, 2009. <br><a href="http://bitsquid.blogspot.com/2009/11/bitsquid-low-level-animation-system.html">http://bitsquid.blogspot.com/2009/11/bitsquid-low-level-animation-system.html</a>
<LI> Frykholm, Niklas, "What Is Gimbal Lock and Why Do We Still Have to Worry about It?" <I>Autodesk Stingray</I> blog, Mar. 15, 2013. <br><a href="http://bitsquid.blogspot.com/2013/03/what-is-gimbal-lock-and-why-do-we-still.html">http://bitsquid.blogspot.com/2013/03/what-is-gimbal-lock-and-why-do-we-still.html</a>
<LI> Fuchs, H., Z. M. Kedem, and B. F. Naylor, "On Visible Surface Generation by A Priori Tree Structures," <I>Computer Graphics (SIGGRAPH '80 Proceedings)</I>, vol. 14, no. 3, pp. 124-133, July 1980.
<LI> Fuchs, H., G. D. Abram, and E. D. Grant, "Near Real-Time Shaded Display of Rigid Objects," <I>Computer Graphics (SIGGRAPH '83 Proceedings)</I>, vol. 17, no. 3, pp. 65-72, July 1983. <br><a href="https://www.researchgate.net/profile/Henry_Fuchs2/publication/234803822_Near_Real-Time_Shaded_Display_Of_Rigid_Objects/links/53fb9a310cf22f21c2f338dd/Near-Real-Time-Shaded-Display-Of-Rigid-Objects.pdf">https://www.researchgate.net/profile/Henry_Fuchs2/publication/234803822_Near_Real-Time_Shaded_Display_Of_Rigid_Objects/links/53fb9a310cf22f21c2f338dd/Near-Real-Time-Shaded-Display-Of-Rigid-Objects.pdf</a>
<LI> Fuchs, H., J. Poulton, J. Eyles, T. Greer, J. Goldfeather, D. Ellsworth, S. Molnar, G. Turk, B. Tebbs, and L. Israel, "Pixel-Planes 5: A Heterogeneous Multiprocessor Graphics System Using Processor-Enhanced Memories," <I>Computer Graphics (SIGGRAPH '89 Proceedings)</I>, vol. 23, no. 3, pp. 79-88, July 1989. <br><a href="https://pdfs.semanticscholar.org/f526/36f4c6ba06f931530ff3b04a7faf504befb6.pdf">https://pdfs.semanticscholar.org/f526/36f4c6ba06f931530ff3b04a7faf504befb6.pdf</a>
<LI> Fuhrmann, Anton L., Eike Umlauf, and Stephan Mantler, "Extreme Model Simplification for Forest Rendering," in <I>Proceedings of the First Eurographics Conference on Natural Phenomena</I>, Eurographics Association, pp. 57-66, 2005. <br><a href="http://www.vrvis.at/publications/pdfs/VRVis_2005_11_14_12_02_55.pdf">http://www.vrvis.at/publications/pdfs/VRVis_2005_11_14_12_02_55.pdf</a>
<LI> Fujii, Yasuhiro, "A Tiny Improvement of Oren-Nayar Reflectance Model," <a href="http://mimosa-pudica.net">http://mimosa-pudica.net</a>, Oct. 9, 2013. <br><a href="http://mimosa-pudica.net/improved-oren-nayar.html">http://mimosa-pudica.net/improved-oren-nayar.html</a>
<LI> Fünfzig, C., K. Müller, D. Hansford, and G. Farin, "PNG1 Triangles for Tangent Plane Continuous Surfaces on the GPU," in <I>Graphics Interface 2008</I>, Canadian Information Processing Society, pp. 219-226, 2008. <br><a href="https://www.researchgate.net/profile/Christoph_Fuenfzig2/publication/221474902_PNG1_triangles_for_tangent_plane_continuous_surfaces_on_the_GPU/links/0fcfd50fe6a8d45cca000000.pdf">https://www.researchgate.net/profile/Christoph_Fuenfzig2/publication/221474902_PNG1_triangles_for_tangent_plane_continuous_surfaces_on_the_GPU/links/0fcfd50fe6a8d45cca000000.pdf</a>
<LI> Fung, James, "Computer Vision on the GPU," in Matt Pharr, ed., <I>GPU Gems 2</I>, Addison-Wesley, pp. 649-666, 2005. <br><a href="https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter40.html">https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter40.html</a>
<LI> Funkhouser, Thomas A., <I>Database and Display Algorithms for Interactive Visualization of Architectural Models</I>, PhD thesis, University of California, Berkeley, 1993. <br><a href="http://www.cs.princeton.edu/~funk">http://www.cs.princeton.edu/~funk</a>
<LI> Funkhouser, Thomas A., and Carlo H. Séquin, "Adaptive Display Algorithm for Interactive Frame Rates During Visualization of Complex Virtual Environments," in <I>SIGGRAPH '93: Proceedings of the 20th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM, pp. 247-254, Aug. 1993. <br><a href="http://www.cs.princeton.edu/~funk">http://www.cs.princeton.edu/~funk</a>
<LI> Fürst, René, Oliver Mattausch, and Daniel Scherzer, "Real-Time Deep Shadow Maps," in Wolfgang Engel, ed., <I>GPU Pro<sup>4</sup></I>, CRC Press, pp. 253-264, 2013. <br><a href="https://www.crcpress.com/GPU-Pro-4-Advanced-Rendering-Techniques/Engel/p/book/9781466567436">https://www.crcpress.com/GPU-Pro-4-Advanced-Rendering-Techniques/Engel/p/book/9781466567436</a> <br><a href="https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1466567430?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1466567430</a>
<LI> Gaitatzes, Athanasios, and Georgios Papaioannou, "Progressive Screen-Space Multichannel Surface Voxelization," in Wolfgang Engel, ed., <I>GPU Pro<sup>4</sup></I>, CRC Press, pp. 137-154, 2013. <br><a href="https://books.google.com/books?id=TUuhiPLNmbAC&pg=PA137&lpg=PA154">https://books.google.com/books?id=TUuhiPLNmbAC&pg=PA137&lpg=PA154</a> <br><a href="https://www.youtube.com/watch?v=iF_zVjzjBgA">https://www.youtube.com/watch?v=iF_zVjzjBgA</a> <br><a href="https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1466567430?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1466567430</a>
<LI> Galeano, David, "Rendering Optimizations in the Turbulenz Engine," in Patrick Cozzi, ed., <I>WebGL Insights</I>, CRC Press, pp. 157-171, 2015. <br><a href="http://webglinsights.com">http://webglinsights.com</a>
<LI> Gallagher, Benn, and Martin Mittring, "Building Paragon in UE4," <I>Game Developers Conference</I>, Mar. 2016. <br><a href="https://cdn2.unrealengine.com/Resources/files/GDC2016_Building-Paragon-in-UE4-1947649473.pptx">https://cdn2.unrealengine.com/Resources/files/GDC2016_Building-Paragon-in-UE4-1947649473.pptx</a> <br><a href="https://www.unrealengine.com/blog/unreal-engine-4-11-released">https://www.unrealengine.com/blog/unreal-engine-4-11-released</a>
<LI> Garcia, Ismael, Mateu Sbert, and Lázló Szirmay-Kalos, "Tree Rendering with Billboard Clouds," <I>Third Hungarian Conference on Computer Graphics and Geometry</I>, Jan. 2005. <br><a href="http://www.gametools.org/projects_udg/gt_ibr/papers/treeBillboardClouds.pdf">http://www.gametools.org/projects_udg/gt_ibr/papers/treeBillboardClouds.pdf</a>
<LI> Garland, Michael, and Paul S. Heckbert, "Fast Polygonal Approximation of Terrains and Height Fields," Technical Report CMU-CS-95-181, Carnegie Mellon University, 1995. <br><a href="http://www.bowdoin.edu/~ltoma/teaching/cs350/spring04/Handouts/scape.pdf">http://www.bowdoin.edu/~ltoma/teaching/cs350/spring04/Handouts/scape.pdf</a>
<LI> Garland, Michael, and Paul S. Heckbert, "Surface Simplification Using Quadric Error Metrics," in <I>SIGGRAPH '97: Proceedings of the 24th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM Press/Addison-Wesley Publishing Co., pp. 209-216, Aug. 1997. <br><a href="https://cg.informatik.uni-freiburg.de/intern/seminar/meshSimplification_1997_Garland.pdf">https://cg.informatik.uni-freiburg.de/intern/seminar/meshSimplification_1997_Garland.pdf</a>
<LI> Garland, Michael, and Paul S. Heckbert, "Simplifying Surfaces with Color and Texture Using Quadric Error Metrics," in <I>Proceedings of IEEE Visualization 98</I>, IEEE Computer Society, pp. 263-269, July 1998. <br><a href="http://ivizlab.sfu.ca/arya/Papers/IEEE/Proceedings/Visualization%2098/Surface%20and%20Texture%20Simplification%20Quadric%20Error.pdf">http://ivizlab.sfu.ca/arya/Papers/IEEE/Proceedings/Visualization%2098/Surface%20and%20Texture%20Simplification%20Quadric%20Error.pdf</a>
<LI> Garland, Michael, <I>Quadric-Based Polygonal Surface Simplification</I>, PhD thesis, Technical Report CMU-CS-99-105, Carnegie Mellon University, 1999. <br><a href="https://pdfs.semanticscholar.org/f58d/50f6fff333dc7bba8b3721f97e3eb6bfb3ed.pdf">https://pdfs.semanticscholar.org/f58d/50f6fff333dc7bba8b3721f97e3eb6bfb3ed.pdf</a>
<LI> Gautron, Pascal, Jaroslav Krivánek, Sumanta Pattanaik, and Kadi Bouatouch, "A Novel Hemispherical Basis for Accurate and Efficient Rendering," on <I>Proceedings of the Fifteenth Eurographics Conference on Rendering Techniques</I>, Eurographics Association, pp. 321-330, June 2004. <br><a href="http://cgg.mff.cuni.cz/~jaroslav/papers/egsr2004/gautron-egsr2004-hemispherical.pdf">http://cgg.mff.cuni.cz/~jaroslav/papers/egsr2004/gautron-egsr2004-hemispherical.pdf</a>
<LI> Geczy, George, "2D Programming in a 3D World: Developing a 2D Game Engine Using DirectX 8 Direct3D," <I>Gamasutra</I>, June 2001. <br><a href="https://www.gamasutra.com/view/feature/131471/2d_programming_in_a_3d_world.php">https://www.gamasutra.com/view/feature/131471/2d_programming_in_a_3d_world.php</a>
<LI> Gehling, Michael, "Dynamic Skyscapes," <I>Game Developer</I>, vol. 13, no. 3, pp. 23-33, Mar. 2006. <br><a href="http://www.gdcvault.com/gdmag">http://www.gdcvault.com/gdmag</a>
<LI> Geiss, Ryan, "Generating Complex Procedural Terrains Using the GPU," in Hubert Nguyen, ed., <I>GPU Gems 3</I>, Addison-Wesley, pp. 7-37, 2007. <br><a href="https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch01.html">https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch01.html</a>
<LI> Geiss, Ryan, and Michael Thompson, "NVIDIA Demo Team Secrets--Cascades," <I>Game Developers Conference</I>, Mar. 2007. <br><a href="http://developer.nvidia.com/object/gdc-2007.htm">http://developer.nvidia.com/object/gdc-2007.htm</a>
<LI> Geldreich, Rich, "crunch/crnlib v1.04," <I>GitHub</I> repository, 2012. <br><a href="https://github.com/BinomialLLC/crunch">https://github.com/BinomialLLC/crunch</a>,
<LI> General Services Administration, "Colors Used in Government Procurement," Document ID FED-STD-595C, Jan. 16, 2008. <br><a href="http://quicksearch.dla.mil/qsDocDetails.aspx?ident_number=281483">http://quicksearch.dla.mil/qsDocDetails.aspx?ident_number=281483</a>
<LI> Gerasimov, Philipp, "Omnidirectional Shadow Mapping," in Randima Fernando, ed., <I>GPU Gems</I>, Addison-Wesley, pp. 193-203, 2004. <br><a href="https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch12.html">https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch12.html</a>
<LI> Gershun, Arun, "The Light Field," Moscow, 1936, translated by P. Moon and G. Timoshenko, <I>Journal of Mathematics and Physics</I>, vol. 18, no. 2, pp. 51-151, 1939.
<LI> Gibson, Steve, "The Distant Origins of Sub-Pixel Font Rendering," <I>Sub-pixel Font Rendering Technology</I>, Aug, 4, 2006. <br><a href="http://www.grc.com/ctwho.htm">http://www.grc.com/ctwho.htm</a>
<LI> Giegl, Markus, and Michael Wimmer, "Unpopping: Solving the Image-Space Blend Problem for Smooth Discrete LOD Transition," <I>Computer Graphics Forum</I>, vol. 26, no. 1, pp. 46-49, 2007. <br><a href="https://www.cg.tuwien.ac.at/research/publications/2007/GIEGL-2007-UNP/GIEGL-2007-UNP-Preprint.pdf">https://www.cg.tuwien.ac.at/research/publications/2007/GIEGL-2007-UNP/GIEGL-2007-UNP-Preprint.pdf</a>
<LI> Giesen, Fabian, "View Frustum Culling," <I>The ryg blog</I>, Oct. 17, 2010. <br><a href="https://fgiesen.wordpress.com/2010/10/17/view-frustum-culling/">https://fgiesen.wordpress.com/2010/10/17/view-frustum-culling/</a>
<LI> Giesen, Fabian, "A Trip through the Graphics Pipeline 2011," <I>The ryg blog</I>, July 9, 2011. <br><a href="https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/">https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/</a>
<LI> Giesen, Fabian, "Fast Blurs 1," <I>The ryg blog</I>, July 30, 2012. <br><a href="https://fgiesen.wordpress.com/2012/07/30/fast-blurs-1/">https://fgiesen.wordpress.com/2012/07/30/fast-blurs-1/</a>
<LI> Gigus, Z., J. Canny, and R. Seidel, "Efficiently Computing and Representing Aspect Graphs of Polyhedral Objects," <I>IEEE Transactions on Pattern Analysis and Machine Intelligence</I>, vol. 13, no. 6, pp. 542-551, 1991. <br><a href="https://scholar.google.com/scholar?hl=en&as_sdt=0%2C22&q=Efficiently+Computing+and+Representing+Aspect+Graphs+of+Polyhedral+Objects&btnG=">https://scholar.google.com/scholar?hl=en&as_sdt=0%2C22&q=Efficiently+Computing+and+Representing+Aspect+Graphs+of+Polyhedral+Objects&btnG=</a>
<LI> Gilabert, Mickael, and Nikolay Stefanov, "Deferred Radiance Transfer Volumes," <I>Game Developers Conference</I>, Mar. 2012. <br><a href="http://twvideo01.ubm-us.net/o1/vault/gdc2012/slides/Programming%20Track/Stefanov_Nikolay_DeferredRadianceTransfer.pdf">http://twvideo01.ubm-us.net/o1/vault/gdc2012/slides/Programming%20Track/Stefanov_Nikolay_DeferredRadianceTransfer.pdf</a> <br><a href="https://www.gdcvault.com/play/1015326/Deferred-Radiance-Transfer-Volumes-Global">https://www.gdcvault.com/play/1015326/Deferred-Radiance-Transfer-Volumes-Global</a>
<LI> van Ginneken, B., M. Stavridi, and J. J. Koenderink, "Diffuse and Specular Reflectance from Rough Surfaces," <I>Applied Optics</I>, vol. 37, no. 1, Jan. 1998.
<LI> Ginsburg, Dan, and Dave Gosselin, "Dynamic Per-Pixel Lighting Techniques," in Mark DeLoura, ed., <I>Game Programming Gems 2</I>, Charles River Media, pp. 452-462, 2001.
<LI> Ginsburg, Dan, "Porting Source 2 to Vulkan," <I>SIGGRAPH An Overview of Next Generation APIs course</I>, Aug. 2015. <br><a href="http://nextgenapis.realtimerendering.com/">http://nextgenapis.realtimerendering.com/</a>
<LI> Giorgianni, Edward J., and Thomas E. Madden, <I>Digital Color Management: Encoding Solutions</I>, Second Edition, John Wiley & Sons, Inc., 2008.
<LI> Girshick, Ahna, Victoria Interrante, Steve Haker, and Todd Lemoine, "Line Direction Matters: An Argument for the Use of Principal Directions in 3D Line Drawings," in <I>Proceedings of the 1st International Symposium on Non-photorealistic Animation and Rendering</I>, ACM, pp. 43-52, June 2000. <br><a href="http://www.cs.umn.edu/Research/graphics">http://www.cs.umn.edu/Research/graphics</a>
<LI> Gjøl, Mikkel, and Mikkel Svendsen, "The Rendering of <I>Inside</I>," <I>Game Developers Conference</I>, Mar. 2016. <br><a href="http://www.gdcvault.com/play/1023002/Low-Complexity-High-Fidelity-INSIDE">http://www.gdcvault.com/play/1023002/Low-Complexity-High-Fidelity-INSIDE</a> <br><a href="https://web.archive.org/web/20161229092305/http://f0716f2bff707a1b9e85-36c178e006d3d30c5b9c8dd905f8236a.r70.cf2.rackcdn.com/rendering_inside.pptx">https://web.archive.org/web/20161229092305/http://f0716f2bff707a1b9e85-36c178e006d3d30c5b9c8dd905f8236a.r70.cf2.rackcdn.com/rendering_inside.pptx</a>
<LI> Glassner, Andrew S., ed., <I>Graphics Gems</I>, Academic Press, 1990. <br><a href="http://www.graphicsgems.org">http://www.graphicsgems.org</a> <br><a href="https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663</a>
<LI> Glassner, Andrew S., "Computing Surface Normals for 3D Models," in Andrew S. Glassner, ed., <I>Graphics Gems</I>, Academic Press, pp. 562-566, 1990. <br><a href="https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663</a>
<LI> Glassner, Andrew, "Building Vertex Normals from an Unstructured Polygon List," in Paul S. Heckbert, ed., <I>Graphics Gems IV</I>, Academic Press, pp. 60-73, 1994. <br><a href="http://www.graphicsgems.org">http://www.graphicsgems.org</a> <br><a href="https://smile.amazon.com/Graphics-Gems-IV-IBM-Version/dp/0123361559?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-IV-IBM-Version/dp/0123361559</a>
<LI> Glassner, Andrew S., <I>Principles of Digital Image Synthesis</I>, vol. 1, Morgan Kaufmann, 1995. <br><a href="http://realtimerendering.com/Principles_of_Digital_Image_Synthesis_v1.0.1.pdf">http://realtimerendering.com/Principles_of_Digital_Image_Synthesis_v1.0.1.pdf</a>
<LI> Glassner, Andrew S., <I>Principles of Digital Image Synthesis</I>, vol. 2, Morgan Kaufmann, 1995. <br><a href="http://realtimerendering.com/Principles_of_Digital_Image_Synthesis_v1.0.1.pdf">http://realtimerendering.com/Principles_of_Digital_Image_Synthesis_v1.0.1.pdf</a>
<LI> Gneiting, A., "Real-Time Geometry Caches," in <I>ACM SIGGRAPH 2014 Talks</I>, ACM, article no. 49, Aug. 2014. <br><a href="http://www.crytek.com/download/Ryse_SIGGRAPH_AUG_2014_Axel_Gneiting_Real-Time%20Geometry%20.pdf">http://www.crytek.com/download/Ryse_SIGGRAPH_AUG_2014_Axel_Gneiting_Real-Time%20Geometry%20.pdf</a>
<LI> Gobbetti, Enrico, and Fabio Marton, "Layered Point Clouds," <I>Symposium on Point-Based Graphics</I>, Jun. 2004. <br><a href="http://www.cvl.iis.u-tokyo.ac.jp/class2014/2014w/paper/3.3DdataVisualization/LayeredPointClouds.pdf">http://www.cvl.iis.u-tokyo.ac.jp/class2014/2014w/paper/3.3DdataVisualization/LayeredPointClouds.pdf</a>
<LI> Gobbetti, E., D. Kasik, and S.-E. Yoon, "Technical Strategies for Massive Model Visualization," <I>ACM Symposium on Solid and Physical Modeling</I>, June 2008. <br><a href="http://sglab.kaist.ac.kr/~sungeui/paper/spm08_symp.pdf">http://sglab.kaist.ac.kr/~sungeui/paper/spm08_symp.pdf</a>
<LI> Goldman, Ronald, "Intersection of Two Lines in Three-Space," in Andrew S. Glassner, ed., <I>Graphics Gems</I>, Academic Press, p. 304, 1990. <br><a href="https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663</a>
<LI> Goldman, Ronald, "Intersection of Three Planes," in Andrew S. Glassner, ed., <I>Graphics Gems</I>, Academic Press, p. 305, 1990. <br><a href="https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663</a>
<LI> Goldman, Ronald, "Matrices and Transformations," in Andrew S. Glassner, ed., <I>Graphics Gems</I>, Academic Press, pp. 472-475, 1990. <br><a href="https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663</a>
<LI> Goldman, Ronald, "Some Properties of Bézier Curves," in Andrew S. Glassner, ed., <I>Graphics Gems</I>, Academic Press, pp. 587-593, 1990. <br><a href="https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663</a>
<LI> Goldman, Ronald, "Recovering the Data from the Transformation Matrix," in James Arvo, ed., <I>Graphics Gems II</I>, Academic Press, pp. 324-331, 1991. <br><a href="https://smile.amazon.com/Graphics-Gems-II-IBM-No/dp/0120644819?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-II-IBM-No/dp/0120644819</a>
<LI> Goldman, Ronald, "Decomposing Linear and Affine Transformations," in David Kirk, ed., <I>Graphics Gems III</I>, Academic Press, pp. 108-116, 1992. <br><a href="https://smile.amazon.com/Graphics-Gems-3-IBM-Version/dp/0124096735?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-3-IBM-Version/dp/0124096735</a>
<LI> Goldman, Ronald, "Identities for the Univariate and Bivariate Bernstein Basis Functions," in Alan Paeth, ed., <I>Graphics Gems V</I>, Academic Press, pp. 149-162, 1995. <br><a href="https://smile.amazon.com/Graphics-Version-Morgan-Kaufmann-Computer/dp/0125434553?tag=realtimerenderin">https://smile.amazon.com/Graphics-Version-Morgan-Kaufmann-Computer/dp/0125434553</a>
<LI> Gollent, M., "Landscape Creation and Rendering in REDengine 3," <I>Game Developers Conference</I>, Mar. 2014. <br><a href="http://twvideo01.ubm-us.net/o1/vault/GDC2014/Presentations/Gollent_Marcin_Landscape_Creation_and.pdf">http://twvideo01.ubm-us.net/o1/vault/GDC2014/Presentations/Gollent_Marcin_Landscape_Creation_and.pdf</a>
<LI> Golub, Gene, and Charles Van Loan, <I>Matrix Computations</I>, Fourth Edition, Johns Hopkins University Press, 2012.
<LI> Golus, Ben, "Anti-aliased Alpha Test: The Esoteric Alpha to Coverage," <I>Medium.com</I> website, Aug. 12, 2017. <br><a href="https://medium.com/@bgolus/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f">https://medium.com/@bgolus/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f</a>
<LI> Gomes, Abel, Irina Voiculescu, Joaquim Jorge, Brian Wyvill, and Callum Galbraith, <I>Implicit Curves and Surfaces: Mathematics, Data Structures and Algorithms</I>, Springer, 2009. <br><a href="https://smile.amazon.com/Implicit-Curves-Surfaces-Mathematics-Structures/dp/184882405X?tag=realtimerenderin">https://smile.amazon.com/Implicit-Curves-Surfaces-Mathematics-Structures/dp/184882405X</a>
<LI> Gonzalez, Rafael C., and Richard E. Woods, <I>Digital Image Processing</I>, Third Edition, Addison-Wesley, 2007. <br><a href="http://www.imageprocessingplace.com/DIP-3E/dip3e_main_page.htm">http://www.imageprocessingplace.com/DIP-3E/dip3e_main_page.htm</a>
<LI> Gonzalez-Ochoa, C., and D. Holder, "Water Technology of <I>Uncharted</I>," <I>Game Developers Conference</I>, Mar. 2012. <br><a href="https://cgzoo.files.wordpress.com/2012/04/water-technology-of-uncharted-gdc-2012.pdf">https://cgzoo.files.wordpress.com/2012/04/water-technology-of-uncharted-gdc-2012.pdf</a> <br><a href="https://www.gdcvault.com/play/1015309/Water-Technology-of">https://www.gdcvault.com/play/1015309/Water-Technology-of</a>
<LI> Gooch, Amy, Bruce Gooch, Peter Shirley, and Elaine Cohen, "A Non-Photorealistic Lighting Model for Automatic Technical Illustration," in <I>SIGGRAPH '98: Proceedings of the 25th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM, pp. 447-452, July 1998. <br><a href="https://www.cs.utah.edu/~shirley/papers/gooch98.pdf">https://www.cs.utah.edu/~shirley/papers/gooch98.pdf</a>
<LI> Gooch, Bruce, Peter-Pike J. Sloan, Amy Gooch, Peter Shirley, and Richard Riesenfeld, "Interactive Technical Illustration," in <I>Proceedings of the 1999 Symposium on Interactive 3D Graphics</I>, ACM, pp. 31-38, 1999. <br><a href="http://www.ppsloan.org/publications/iti99.pdf">http://www.ppsloan.org/publications/iti99.pdf</a> <br><a href="http://www.ppsloan.org/publications/">http://www.ppsloan.org/publications/</a>
<LI> Gooch, Bruce or Amy, and Amy or Bruce Gooch, <I>Non-Photorealistic Rendering</I>, A K Peters, Ltd., 2001. <br><a href="https://www.taylorfrancis.com/books/9781439864173">https://www.taylorfrancis.com/books/9781439864173</a>
<LI> Good, Otavio, and Zachary Taylor, "Optimized Photon Tracing Using Spherical Harmonic Light Maps," in <I>ACM SIGGRAPH 2005 Sketches</I>, article no. 53, Aug. 2005.
<LI> Goodwin, Todd, Ian Vollick, and Aaron Hertzmann, "Isophote Distance: A Shading Approach to Artistic Stroke Thickness," <I>Proceedings of the 5th International Symposium on Non-Photorealistic Animation and Rendering</I>, ACM, pp. 53-62, Aug. 2007. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.86.2640&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.86.2640&rep=rep1&type=pdf</a>
<LI> Goral, Cindy M., Kenneth E. Torrance, Donald P. Greenberg, and Bennett Battaile, "Modelling the Interaction of Light Between Diffuse Surfaces," <I>Computer Graphics (SIGGRAPH '84 Proceedings)</I>, vol. 18, no. 3, pp. 212-222, July 1984. <br><a href="https://www.cs.rpi.edu/~cutler/classes/advancedgraphics/S10/papers/goral.pdf">https://www.cs.rpi.edu/~cutler/classes/advancedgraphics/S10/papers/goral.pdf</a>
<LI> Gortler, Steven J., Radek Grzeszczuk, Richard Szeliski, and Michael F. Cohen, "The Lumigraph," in <I>SIGGRAPH '96: Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM, pp. 43-54, Aug. 1996. <br><a href="http://www.research.microsoft.com/~cohen">http://www.research.microsoft.com/~cohen</a>
<LI> Gosselin, David R., Pedro V. Sander, and Jason L. Mitchell, "Real-Time Texture-Space Skin Rendering," in Wolfgang Engel, ed., <I>ShaderX<sup>3</sup></I>, Charles River Media, pp. 171-183, 2004.
<LI> Gosselin, David R., "Real Time Skin Rendering," <I>Game Developers Conference</I>, Mar. 2004. <br><a href="http://web.engr.oregonstate.edu/~mjb/cs519/Projects/Papers/RealtimeSkinRendering.pdf">http://web.engr.oregonstate.edu/~mjb/cs519/Projects/Papers/RealtimeSkinRendering.pdf</a>
<LI> Goswami, Prashant, Yanci Zhang, Renato Pajarola, and Enrico Gobbetti, "High Quality Interactive Rendering of Massive Point Models Using Multi-way kd-Trees," <I>Pacific Graphics 2010</I>, Sept. 2010. <br><a href="http://www.crs4.it/vic/data/papers/pg2010-multi-way-kdtrees.pdf">http://www.crs4.it/vic/data/papers/pg2010-multi-way-kdtrees.pdf</a>
<LI> Gotanda, Yoshiharu, "<I>Star Ocean 4</I>: Flexible Shader Management and Post-Processing," <I>Game Developers Conference</I>, Mar. 2009. <br><a href="http://research.tri-ace.com/Data/SO4_flexible_shader_managment_and_postprocessing.ppt">http://research.tri-ace.com/Data/SO4_flexible_shader_managment_and_postprocessing.ppt</a>
<LI> Gotanda, Yoshiharu, "Film Simulation for Videogames," <I>SIGGRAPH Color Enhancement and Rendering in Film and Game Production course</I>, July 2010. <br><a href="http://renderwonk.com/publications/s2010-color-course/">http://renderwonk.com/publications/s2010-color-course/</a>
<LI> Gotanda, Yoshiharu, "Beyond a Simple Physically Based Blinn-Phong Model in Real-Time," <I>SIGGRAPH Physically Based Shading in Theory and Practice course</I>, Aug. 2012. <br><a href="http://blog.selfshadow.com/publications/s2012-shading-course/">http://blog.selfshadow.com/publications/s2012-shading-course/</a>
<LI> Gotanda, Yoshiharu, "Designing Reflectance Models for New Consoles," <I>SIGGRAPH Physically Based Shading in Theory and Practice course</I>, Aug. 2014. <br><a href="http://research.tri-ace.com/">http://research.tri-ace.com/</a>
<LI> Gotanda, Yoshiharu, Masaki Kawase, and Masanori Kakimoto, <I>SIGGRAPH Real-Time Rendering of Physically Based Optical Effect in Theory and Practice course</I>, Aug. 2015. <br><a href="http://research.tri-ace.com/s2015.html">http://research.tri-ace.com/s2015.html</a>
<LI> Gottschalk, S., M. C. Lin, and D. Manocha, "OBBTree: A Hierarchical Structure for Rapid Interference Detection," in <I>SIGGRAPH '96: Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM, pp. 171-180, Aug. 1996. <br><a href="http://www.cs.unc.edu/~geom/OBB/OBBT.html">http://www.cs.unc.edu/~geom/OBB/OBBT.html</a> <br><a href="ftp://crack.seismo.unr.edu/downloads/russell/trees/gottschalk_1996_obbtree_efficient.PDF">ftp://crack.seismo.unr.edu/downloads/russell/trees/gottschalk_1996_obbtree_efficient.PDF</a>
<LI> Gottschalk, Stefan, <I>Collision Queries Using Oriented Bounding Boxes</I>, PhD thesis, Department of Computer Science, University of North Carolina at Chapel Hill, 2000. <br><a href="http://gamma.cs.unc.edu/users/gottschalk/main.pdf">http://gamma.cs.unc.edu/users/gottschalk/main.pdf</a>
<LI> Gouraud, H., "Continuous Shading of Curved Surfaces," <I>IEEE Transactions on Computers</I>, vol. C-20, pp. 623-629, June 1971. <br><a href="https://www.computer.org/csdl/trans/tc/1971/06/01671906.pdf">https://www.computer.org/csdl/trans/tc/1971/06/01671906.pdf</a>
<LI> Green, Chris, "Efficient Self-Shadowed Radiosity Normal Mapping," <I>SIGGRAPH Advanced Real-Time Rendering in 3D Graphics and Games course</I>, Aug. 2007. <br><a href="http://www.valvesoftware.com/publications.html">http://www.valvesoftware.com/publications.html</a>
<LI> Green, Chris, "Improved Alpha-Tested Magnification for Vector Textures and Special Effects," <I>SIGGRAPH Advanced Real-Time Rendering in 3D Graphics and Games course</I>, Aug. 2007. <br><a href="http://www.valvesoftware.com/publications.html">http://www.valvesoftware.com/publications.html</a> <br><a href="http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf">http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf</a>
<LI> Green, D., and D. Hatch, "Fast Polygon-Cube Intersection Testing," in Alan Paeth, ed., <I>Graphics Gems V</I>, Academic Press, pp. 375-379, 1995. <br><a href="http://www.graphicsgems.org">http://www.graphicsgems.org</a> <br><a href="https://smile.amazon.com/Graphics-Version-Morgan-Kaufmann-Computer/dp/0125434553?tag=realtimerenderin">https://smile.amazon.com/Graphics-Version-Morgan-Kaufmann-Computer/dp/0125434553</a>
<LI> Green, Paul, Jan Kautz, and Frédo Durand, "Efficient Reflectance and Visibility Approximations for Environment Map Rendering," <I>Computer Graphics Forum</I>, vol. 26, no. 3, pp. 495-502, 2007. <br><a href="http://people.csail.mit.edu/green/papers/eg2007.html">http://people.csail.mit.edu/green/papers/eg2007.html</a>
<LI> Green, Robin, "Spherical Harmonic Lighting: The Gritty Details," <I>Game Developers Conference</I>, Mar. 2003. <br><a href="https://basesandframes.files.wordpress.com/2016/05/spherical-harmonic-lighting-gdc-2003.pdf">https://basesandframes.files.wordpress.com/2016/05/spherical-harmonic-lighting-gdc-2003.pdf</a>
<LI> Green, Simon, "Stupid OpenGL Shader Tricks," <I>Game Developers Conference</I>, Mar. 2003. <br><a href="http://hwixlab.tistory.com/attachment/mk3.pdf">http://hwixlab.tistory.com/attachment/mk3.pdf</a>
<LI> Green, Simon, "Summed Area Tables Using Graphics Hardware," <I>Game Developers Conference</I>, Mar. 2003. <br><a href="http://developer.nvidia.com/object/GDC_2003_Presentations.html">http://developer.nvidia.com/object/GDC_2003_Presentations.html</a>
<LI> Green, Simon, "Real-Time Approximations to Subsurface Scattering," in Randima Fernando, ed., <I>GPU Gems</I>, Addison-Wesley, pp. 263-278, 2004. <br><a href="https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch16.html">https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch16.html</a>
<LI> Green, Simon, "Implementing Improved Perlin Noise," in Matt Pharr, ed., <I>GPU Gems 2</I>, Addison-Wesley, pp. 409-416, 2005. <br><a href="https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter26.html">https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter26.html</a>
<LI> Green, Simon, "DirectX 10/11 Visual Effects," <I>Game Developers Conference</I>, Mar. 2009. <br><a href="http://developer.download.nvidia.com/presentations/2009/GDC/NVIDIA_Effects_GDC09.pdf">http://developer.download.nvidia.com/presentations/2009/GDC/NVIDIA_Effects_GDC09.pdf</a>
<LI> Green, Simon, "Screen Space Fluid Rendering for Games," <I>Game Developers Conference</I>, Mar. 2010. <br><a href="http://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf">http://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf</a>
<LI> Greene, Ned, "Environment Mapping and Other Applications of World Projections," <I>IEEE Computer Graphics and Applications</I>, vol. 6, no. 11, pp. 21-29, Nov. 1986. <br><a href="https://www.computer.org/csdl/mags/cg/1986/11/mcg1986110021.pdf">https://www.computer.org/csdl/mags/cg/1986/11/mcg1986110021.pdf</a>
<LI> Greene, Ned, Michael Kass, and Gavin Miller, "Hierarchical Z-Buffer Visibility," in <I>SIGGRAPH '93: Proceedings of the 20th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM, pp. 231-238, Aug. 1993. <br><a href="http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/greene93_hierarchicalz.pdf">http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/greene93_hierarchicalz.pdf</a>
<LI> Greene, Ned, "Detecting Intersection of a Rectangular Solid and a Convex Polyhedron," in Paul S. Heckbert, ed., <I>Graphics Gems IV</I>, Academic Press, pp. 74-82, 1994. <br><a href="https://smile.amazon.com/Graphics-Gems-IV-IBM-Version/dp/0123361559?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-IV-IBM-Version/dp/0123361559</a>
<LI> Greene, Ned, <I>Hierarchical Rendering of Complex Environments</I>, PhD thesis, Technical Report UCSC-CRL-95-27, University of California at Santa Cruz, June 1995. <br><a href="https://www.soe.ucsc.edu/sites/default/files/technical-reports/UCSC-CRL-95-27.pdf">https://www.soe.ucsc.edu/sites/default/files/technical-reports/UCSC-CRL-95-27.pdf</a>
<LI> Greger, Gene, Peter Shirley, Philip M. Hubbard, and Donald P. Greenberg, "The Irradiance Volume," <I>IEEE Computer Graphics and Applications</I>, vol. 18, no. 2, pp. 32-43, Mar./Apr. 1998. <br><a href="http://www.gene.greger-weltin.org/professional/index.html">http://www.gene.greger-weltin.org/professional/index.html</a>
<LI> Gregorius, Dirk, "The Separating Axis Test between Convex Polyhedra," <I>Game Developers Conference</I>, Mar. 2013. <br><a href="http://twvideo01.ubm-us.net/o1/vault/gdc2013/slides/822403Gregorius_Dirk_TheSeparatingAxisTest.pdf">http://twvideo01.ubm-us.net/o1/vault/gdc2013/slides/822403Gregorius_Dirk_TheSeparatingAxisTest.pdf</a>
<LI> Gregorius, Dirk, "Implementing QuickHull," <I>Game Developers Conference</I>, Mar. 2014. <br><a href="http://media.steampowered.com/apps/valve/2014/DirkGregorius_ImplementingQuickHull.pdf">http://media.steampowered.com/apps/valve/2014/DirkGregorius_ImplementingQuickHull.pdf</a>
<LI> Gregorius, Dirk, "Robust Contact Creation for Physics Simulations," <I>Game Developers Conference</I>, Mar. 2015. <br><a href="http://media.steampowered.com/apps/valve/2015/DirkGregorius_Contacts.pdf">http://media.steampowered.com/apps/valve/2015/DirkGregorius_Contacts.pdf</a>
<LI> Grenier, Jean-Philippe, "Physically Based Lens Flare," <I>Autodesk Stingray</I> blog, July 3, 2017. <br><a href="http://bitsquid.blogspot.ca/2017/07/physically-based-lens-flare.html">http://bitsquid.blogspot.ca/2017/07/physically-based-lens-flare.html</a>
<LI> Grenier, Jean-Philippe, "Notes on Screen Space HIZ Tracing," <I>Autodesk Stingray</I> blog, Aug. 14, 2017. <br><a href="http://bitsquid.blogspot.com/2017/08/notes-on-screen-space-hiz-tracing.html">http://bitsquid.blogspot.com/2017/08/notes-on-screen-space-hiz-tracing.html</a>
<LI> Gribb, Gil, and Klaus Hartmann, "Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix," <I>gamedevs.org</I>, June 2001. <br><a href="http://gamedevs.org/uploads/fast-extraction-viewing-frustum-planes-from-world-view-projection-matrix.pdf">http://gamedevs.org/uploads/fast-extraction-viewing-frustum-planes-from-world-view-projection-matrix.pdf</a>
<LI> Griffin, Wesley, and Marc Olano, "Objective Image Quality Assessment of Texture Compression," in <I>Proceedings of the 18th Meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games</I>, ACM, pp. 119-126, Mar. 1999. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.670.9506&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.670.9506&rep=rep1&type=pdf</a>
<LI> Griffiths, Andrew, "Real-Time Cellular Texturing," in Wolfgang Engel, ed., <I>ShaderX<sup>5</sup></I>, Charles River Media, pp. 519-532, 2006.
<LI> Grimes, Bronwen, "Shading a Bigger, Better Sequel: Techniques in <I>Left 4 Dead 2</I>," <I>Game Developers Conference</I>, Mar. 2010. <br><a href="http://www.valvesoftware.com/publications/2010/GDC10_ShaderTechniquesL4D2.pdf">http://www.valvesoftware.com/publications/2010/GDC10_ShaderTechniquesL4D2.pdf</a>
<LI> Grimes, Bronwen, "Building the Content that Drives the <I>Counter-Strike: Global Offensive</I> Economy," <I>Game Developers Conference</I>, Mar. 2014. <br><a href="http://media.steampowered.com/apps/valve/2014/gdc_2014_grimes_csgo_econ_content.pdf">http://media.steampowered.com/apps/valve/2014/gdc_2014_grimes_csgo_econ_content.pdf</a>
<LI> Gritz, Larry, "Shader Antialiasing," in <I>Advanced RenderMan: Creating CGI for Motion Pictures</I>, Morgan Kaufmann, Chapter 11, 1999. Also (as "Basic Antialiasing in Shading Language") in <I>SIGGRAPH Advanced RenderMan: Beyond the Companion course</I>, Aug. 1999. <br><a href="https://nccastaff.bournemouth.ac.uk/jmacey/Renderman/Papers/infbeyond.pdf">https://nccastaff.bournemouth.ac.uk/jmacey/Renderman/Papers/infbeyond.pdf</a>
<LI> Gritz, Larry, "The Secret Life of Lights and Surfaces," <I>SIGGRAPH Advanced RenderMan 2: To RI_INFINITY and Beyond course</I>, July 2000. Also in "Illumination Models and Light," in <I>Advanced RenderMan: Creating CGI for Motion Pictures</I>, Morgan Kaufmann, 1999. <br><a href="https://nccastaff.bournemouth.ac.uk/jmacey/Renderman/Papers/infbeyond.pdf">https://nccastaff.bournemouth.ac.uk/jmacey/Renderman/Papers/infbeyond.pdf</a>
<LI> Gritz, Larry, and Eugene d'Eon, "The Importance of Being Linear," in Hubert Nguyen, ed., <I>GPU Gems 3</I>, Addison-Wesley, pp. 529-542, 2007. <br><a href="https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch24.html">https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch24.html</a>
<LI> Gritz, Larry, ed., "Open Shading Language 1.9: Language Specification," Sony Pictures Imageworks Inc., 2017. <br><a href="https://github.com/imageworks/OpenShadingLanguage">https://github.com/imageworks/OpenShadingLanguage</a>
<LI> Gronsky, Stefan, "Lighting Food," <I>SIGGRAPH Anyone Can Cook--Inside Ratatouille's Kitchen course</I>, Aug. 2007. <br><a href="https://graphics.pixar.com/library/AnyoneCanCook/paper.pdf">https://graphics.pixar.com/library/AnyoneCanCook/paper.pdf</a>
<LI> Gruen, Holger, "Hybrid Min/Max Plane-Based Shadow Maps," in Wolfgang Engel, ed., <I>GPU Pro</I>, A K Peters, Ltd., pp. 447-454, 2010. <br><a href="https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1568814720?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1568814720</a>
<LI> Gruen, Holger, and Nicolas Thibieroz, "OIT and Indirect Illumination Using Dx11 Linked Lists," <I>Game Developers Conference</I>, Mar. 2010. <br><a href="http://www.slideshare.net/hgruen/oit-and-indirect-illumination-using-dx11-linked-lists">http://www.slideshare.net/hgruen/oit-and-indirect-illumination-using-dx11-linked-lists</a>
<LI> Gruen, Holger, "An Optimized Diffusion Depth Of Field Solver (DDOF)," <I>Game Developers Conference</I>, Mar. 2011. <br><a href="http://twvideo01.ubm-us.net/o1/vault/gdc2011/slides/Holger_Gruen_Programming_Advanced%20Visual%20Effects.pdf">http://twvideo01.ubm-us.net/o1/vault/gdc2011/slides/Holger_Gruen_Programming_Advanced%20Visual%20Effects.pdf</a>
<LI> Gruen, Holger, "Constant Buffers without Constant Pain," <I>NVIDIA GameWorks</I> blog, Jan. 14, 2015. <br><a href="https://developer.nvidia.com/content/constant-buffers-without-constant-pain-0">https://developer.nvidia.com/content/constant-buffers-without-constant-pain-0</a>
<LI> Grün, Holger, "Smoothed N-Patches," in Wolfgang Engel, ed., <I>ShaderX<sup>5</sup></I>, Charles River Media, pp. 5-22, 2006.
<LI> Grün, Holger, "Implementing a Fast DDOF Solver," Eric Lengyel, ed., <I>Game Engine Gems 2</I>, A K Peters, Ltd., pp. 119-133, 2011. <br><a href="http://gameenginegems.com/geg2.php">http://gameenginegems.com/geg2.php</a> <br><a href="https://smile.amazon.com/Game-Engine-Gems-Eric-Lengyel/dp/1568814372?tag=realtimerenderin">https://smile.amazon.com/Game-Engine-Gems-Eric-Lengyel/dp/1568814372</a>
<LI> Gu, Xianfeng, Steven J. Gortler, and Hugues Hoppe, "Geometry Images," <I>ACM Transactions on Graphics (SIGGRAPH 2002)</I>, vol. 21, no. 3, pp. 355-361, 2002. <br><a href="http://hhoppe.com/">http://hhoppe.com/</a>
<LI> Guennebaud, Gaël, Loïc Barthe, and Mathias Paulin, "High-Quality Adaptive Soft Shadow Mapping," <I>Computer Graphics Forum</I>, vol. 26, no. 3, pp. 525-533, 2007. <br><a href="http://www.labri.fr/perso/guenneba/docs/ASSM_eg07.pdf">http://www.labri.fr/perso/guenneba/docs/ASSM_eg07.pdf</a>
<LI> Guenter, B., J. Rapp, and M. Finch, "Symbolic Differentiation in GPU Shaders," Technical Report MSR-TR-2011-31, Microsoft, Mar. 2011. <br><a href="https://www.microsoft.com/en-us/research/publication/symbolic-differentiation-in-gpu-shaders/">https://www.microsoft.com/en-us/research/publication/symbolic-differentiation-in-gpu-shaders/</a>
<LI> Guenter, Brian, Mark Finch, Steven Drucker, Desney Tan, and John Snyder, "Foveated 3D Graphics," <I>ACM Transactions on Graphics</I>, vol. 31, no. 6, article no. 164, 2012. <br><a href="https://www.microsoft.com/en-us/research/wp-content/uploads/2012/11/foveated_final15.pdf">https://www.microsoft.com/en-us/research/wp-content/uploads/2012/11/foveated_final15.pdf</a>
<LI> Guerrette, Keith, "Moving The Heavens," <I>Game Developers Conference</I>, Mar. 2014. <br><a href="http://www.gdcvault.com/play/1020146/Moving-the-Heavens-An-Artistic">http://www.gdcvault.com/play/1020146/Moving-the-Heavens-An-Artistic</a>
<LI> Guertin, Jean-Philippe, Morgan McGuire, and Derek Nowrouzezahrai, "A Fast and Stable Feature-Aware Motion Blur Filter," Technical Report, NVIDIA, Nov. 2013. <br><a href="https://casual-effects.com/research/Guertin2013MotionBlurReport/index.html">https://casual-effects.com/research/Guertin2013MotionBlurReport/index.html</a> <br><a href="https://casual-effects.com/research/Guertin2014MotionBlur/index.html">https://casual-effects.com/research/Guertin2014MotionBlur/index.html</a>
<LI> Guigue, Philippe, and Olivier Devillers, "Fast and Robust Triangle-Triangle Overlap Test Using Orientation Predicates," <I>journal of graphics tools</I>, vol. 8, no. 1, pp. 25-42, 2003. <br><a href="https://hal.inria.fr/inria-00072100/document">https://hal.inria.fr/inria-00072100/document</a> <br><a href="https://github.com/erich666/jgt-code/tree/master/Volume_08/Number_1/Guigue2003">https://github.com/erich666/jgt-code/tree/master/Volume_08/Number_1/Guigue2003</a> <br><a href="https://www.tandfonline.com/doi/abs/10.1080/10867651.2003.10487580">https://www.tandfonline.com/doi/abs/10.1080/10867651.2003.10487580</a>
<LI> Gulbrandsen, Ole, "Artist Friendly Metallic Fresnel," <I>Journal of Computer Graphics Techniques</I>, vol. 3, no. 4, pp. 64-72, 2014. <br><a href="http://jcgt.org/published/0003/04/03/">http://jcgt.org/published/0003/04/03/</a>
<LI> Guymon, Mel, "Pyro-Techniques: Playing with Fire," <I>Game Developer</I>, vol. 7, no. 2, pp. 23-27, Feb. 2000. <br><a href="https://www.gdcvault.com/gdmag">https://www.gdcvault.com/gdmag</a>
<LI> Haar, Ulrich, and Sebastian Aaltonen, "GPU-Driven Rendering Pipelines," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, Aug. 2015. <br><a href="http://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pptx">http://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pptx</a> <br><a href="http://advances.realtimerendering.com/s2015/index.html">http://advances.realtimerendering.com/s2015/index.html</a> <br><a href="https://forum.beyond3d.com/threads/gpu-driven-rendering-siggraph-2015-follow-up.57240/">https://forum.beyond3d.com/threads/gpu-driven-rendering-siggraph-2015-follow-up.57240/</a>
<LI> Habel, Ralf, Bogdan Mustata, and Michael Wimmer, "Efficient Spherical Harmonics Lighting with the Preetham Skylight Model," in <I>Eurographics 2008--Short Papers</I>, Eurographics Association, pp. 119-122, 2008. <br><a href="https://pdfs.semanticscholar.org/1cdc/d9ddb0e04f69f4010f5064832e99fc704f26.pdf">https://pdfs.semanticscholar.org/1cdc/d9ddb0e04f69f4010f5064832e99fc704f26.pdf</a>
<LI> Habel, Ralf, and Michael Wimmer, "Efficient Irradiance Normal Mapping," in <I>Proceedings of the 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games</I>, ACM, pp. 189-195, Feb. 2010. <br><a href="https://publik.tuwien.ac.at/files/PubDat_189085.pdf">https://publik.tuwien.ac.at/files/PubDat_189085.pdf</a>
<LI> Hable, John, "<I>Uncharted 2</I>: HDR Lighting," <I>Game Developers Conference</I>, Mar. 2010. <br><a href="http://www.klayge.org/material/3_12/Gamma/Uncharted2-Hdr-Lighting_Part1.pptx">http://www.klayge.org/material/3_12/Gamma/Uncharted2-Hdr-Lighting_Part1.pptx</a> <br><a href="https://www.gdcvault.com/play/1012351/Uncharted-2-HDR">https://www.gdcvault.com/play/1012351/Uncharted-2-HDR</a>
<LI> Hable, John, "Why Reinhard Desaturates Your Blacks," <I>Filmic Worlds Blog</I>, May 17, 2010. <br><a href="http://filmicworlds.com/blog/why-reinhard-desaturates-your-blacks/">http://filmicworlds.com/blog/why-reinhard-desaturates-your-blacks/</a>
<LI> Hable, John, "Why a Filmic Curve Saturates Your Blacks," <I>Filmic Worlds Blog</I>, May 24, 2010. <br><a href="http://filmicworlds.com/blog/why-a-filmic-curve-saturates-your-blacks/">http://filmicworlds.com/blog/why-a-filmic-curve-saturates-your-blacks/</a>
<LI> Hable, John, "<I>Uncharted 2</I>: Character Lighting and Shading," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, July 2010. <br><a href="http://advances.realtimerendering.com/s2010/Hable-Uncharted2(SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course).pdf">http://advances.realtimerendering.com/s2010/Hable-Uncharted2(SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course).pdf</a> <br><a href="https://www.slideshare.net/naughty_dog/lighting-shading-by-john-hable">https://www.slideshare.net/naughty_dog/lighting-shading-by-john-hable</a> <br><a href="http://advances.realtimerendering.com/s2010/">http://advances.realtimerendering.com/s2010/</a>
<LI> Hable, John, "Next-Gen Characters: From Facial Scans to Facial Animation," <I>Game Developers Conference</I>, Mar. 2014. <br><a href="https://www.gdcvault.com/play/1020446/Next-Gen-Characters-From-Facial">https://www.gdcvault.com/play/1020446/Next-Gen-Characters-From-Facial</a> <br><a href="https://archive.org/details/GDC2014Hable">https://archive.org/details/GDC2014Hable</a>
<LI> Hable, John, "Simple and Fast Spherical Harmonic Rotation," <I>Filmic Worlds Blog</I>, July 2, 2014. <br><a href="http://filmicworlds.com/blog/simple-and-fast-spherical-harmonic-rotation/">http://filmicworlds.com/blog/simple-and-fast-spherical-harmonic-rotation/</a>
<LI> Hable, John, "Filmic Tonemapping with Piecewise Power Curves," <I>Filmic Worlds Blog</I>, Mar. 26, 2017. <br><a href="http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/">http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/</a>
<LI> Hable, John, "Minimal Color Grading Tools," <I>Filmic Worlds Blog</I>, Mar. 28, 2017. <br><a href="http://filmicworlds.com/blog/minimal-color-grading-tools/">http://filmicworlds.com/blog/minimal-color-grading-tools/</a>
<LI> Hadwiger, Markus, Christian Sigg, Henning Scharsach, Khatja Bühler, and Markus Gross, "Real-Time Ray-Casting and Advanced Shading of Discrete Isosurfaces," <I>Computer Graphics Forum</I>, vol. 20, no. 3, pp. 303-312, 2005. <br><a href="https://graphics.ethz.ch/Downloads/Publications/Papers/2005/Had05/p_Had05.pdf">https://graphics.ethz.ch/Downloads/Publications/Papers/2005/Had05/p_Had05.pdf</a>
<LI> Haeberli, P., and K. Akeley, "The Accumulation Buffer: Hardware Support for High-Quality Rendering," <I>Computer Graphics (SIGGRAPH '90 Proceedings)</I>, vol. 24, no. 4, pp. 309-318, Aug. 1990. <br><a href="https://www2.cs.duke.edu/courses/fall01/cps124/resources/p309-haeberli.pdf">https://www2.cs.duke.edu/courses/fall01/cps124/resources/p309-haeberli.pdf</a>
<LI> Haeberli, Paul, and Mark Segal, "Texture Mapping as a Fundamental Drawing Primitive," in <I>4th Eurographics Workshop on Rendering</I>, Eurographics Association, pp. 259-266, June 1993. <br><a href="https://pdfs.semanticscholar.org/ae55/7a118e7143b1ec5508bca0235721ab1e8b7e.pdf">https://pdfs.semanticscholar.org/ae55/7a118e7143b1ec5508bca0235721ab1e8b7e.pdf</a>
<LI> Hagen, Margaret A., "How to Make a Visually Realistic 3D Display," <I>Computer Graphics</I>, vol. 25, no. 2, pp. 76-81, Apr. 1991.
<LI> Haines, Eric, "Essential Ray Tracing Algorithms," in Andrew Glassner, ed., <I>An Introduction to Ray Tracing</I>, Academic Press Inc., Chapter 2, 1989. <br><a href="http://www.realtimerendering.com/blog/an-introduction-to-ray-tracing-is-now-free-for-download/">http://www.realtimerendering.com/blog/an-introduction-to-ray-tracing-is-now-free-for-download/</a>
<LI> Haines, Eric, "Fast Ray-Convex Polyhedron Intersection," in James Arvo, ed., <I>Graphics Gems II</I>, Academic Press, pp. 247-250, 1991. <br><a href="http://www.graphicsgems.org">http://www.graphicsgems.org</a> <br><a href="https://smile.amazon.com/Graphics-Gems-II-IBM-No/dp/0120644819?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-II-IBM-No/dp/0120644819</a>
<LI> Haines, Eric, "Point in Polygon Strategies," in Paul S. Heckbert, ed., <I>Graphics Gems IV</I>, Academic Press, pp. 24-46, 1994. <br><a href="http://www.erichaines.com/ptinpoly">http://www.erichaines.com/ptinpoly</a> <br><a href="http://www.graphicsgems.org">http://www.graphicsgems.org</a> <br><a href="https://smile.amazon.com/Graphics-Gems-IV-IBM-Version/dp/0123361559?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-IV-IBM-Version/dp/0123361559</a>
<LI> Haines, Eric, and Steven Worley, "Fast, Low-Memory Z-Buffering when Performing Medium-Quality Rendering," <I>journal of graphics tools</I>, vol. 1, no. 3, pp. 1-6, 1996. <br><a href="http://erich.realtimerendering.com/haines_Fast_Low_Memory_Z-Buffer_jgt_v1_n3.pdf">http://erich.realtimerendering.com/haines_Fast_Low_Memory_Z-Buffer_jgt_v1_n3.pdf</a> <br><a href="https://www.tandfonline.com/doi/abs/10.1080/10867651.1996.10487459">https://www.tandfonline.com/doi/abs/10.1080/10867651.1996.10487459</a>
<LI> Haines, Eric, "Soft Planar Shadows Using Plateaus," <I>journal of graphics tools</I>, vol. 6, no. 1, pp. 19-27, 2001. Also collected in reference #112. <br><a href="http://erich.realtimerendering.com/plateaus.pdf">http://erich.realtimerendering.com/plateaus.pdf</a> <br><a href="https://github.com/erich666/jgt-code/tree/master/Volume_05/Number_1/Haines2000">https://github.com/erich666/jgt-code/tree/master/Volume_05/Number_1/Haines2000</a> <br><a href="https://smile.amazon.com/Graphics-Tools-jgt-Editors-Choice/dp/1568812469?tag=realtimerenderin">https://smile.amazon.com/Graphics-Tools-jgt-Editors-Choice/dp/1568812469</a>
<LI> Haines, Eric, "Interactive 3D Graphics," <I>Udacity Course 291</I>, launched May 2013. <br><a href="https://www.udacity.com/course/interactive-3d-graphics--cs291">https://www.udacity.com/course/interactive-3d-graphics--cs291</a>
<LI> Haines, Eric, "60 Hz, 120 Hz, 240 Hz...," <I>Real-Time Rendering Blog</I>, Nov. 5, 2014. <br><a href="http://www.realtimerendering.com/blog/60-hz-120-hz-240-hz/">http://www.realtimerendering.com/blog/60-hz-120-hz-240-hz/</a>
<LI> Haines, Eric, "Limits of Triangles," <I>Real-Time Rendering Blog</I>, Nov. 10, 2014. <br><a href="http://www.realtimerendering.com/blog/limits-of-triangles/">http://www.realtimerendering.com/blog/limits-of-triangles/</a>
<LI> Haines, Eric, "GPUs Prefer Premultiplication," <I>Real-Time Rendering Blog</I>, Jan. 10, 2016. <br><a href="http://www.realtimerendering.com/blog/gpus-prefer-premultiplication/">http://www.realtimerendering.com/blog/gpus-prefer-premultiplication/</a>
<LI> Haines, Eric, "A PNG Puzzle," <I>Real-Time Rendering Blog</I>, Feb. 19, 2016. <br><a href="http://www.realtimerendering.com/blog/a-png-puzzle/">http://www.realtimerendering.com/blog/a-png-puzzle/</a>
<LI> Haines, Eric, "Minecon 2016 Report," <I>Real-Time Rendering Blog</I>, Sept. 30, 2016. <br><a href="http://www.realtimerendering.com/blog/minecon-2016-report/">http://www.realtimerendering.com/blog/minecon-2016-report/</a>
<LI> Hakura, Ziyad S., and Anoop Gupta, "The Design and Analysis of a Cache Architecture for Texture Mapping," in <I>Proceedings of the 24th Annual International Symposium on Computer Architecture</I>, ACM, pp. 108-120, June 1997. <br><a href="http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/hakura97_texcaching.pdf">http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/hakura97_texcaching.pdf</a>
<LI> Hall, Chris, Rob Hall, and Dave Edwards, "Rendering in <I>Cars 2</I>," <I>SIGGRAPH Advances in Real-Time Rendering in 3D Graphics and Games course</I>, Aug. 2011. <br><a href="http://advances.realtimerendering.com/s2011/Hall,%20Hall%20and%20Edwards%20-%20Rendering%20in%20Cars%202%20(Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course).pptx">http://advances.realtimerendering.com/s2011/Hall,%20Hall%20and%20Edwards%20-%20Rendering%20in%20Cars%202%20(Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course).pptx</a>
<LI> Hall, Roy, <I>Illumination and Color in Computer Generated Imagery</I>, Springer-Verlag, 1989.
<LI> Hall, Tim, "A How To for Using OpenGL to Render Mirrors," <I>comp.graphics.api.opengl</I> newsgroup, Aug. 1996.
<LI> Halstead, Mark, Michal Kass, and Tony DeRose, "Efficient, Fair Interpolation Using Catmull-Clark Surfaces," in <I>SIGGRAPH '93: Proceedings of the 20th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM, pp. 35-44, Aug. 1993. <br><a href="http://graphics.pixar.com/library/FairSubdivision/paper.pdf">http://graphics.pixar.com/library/FairSubdivision/paper.pdf</a>
<LI> Hamilton, Andrew, and Kenneth Brown, "Photogrammetry and <I>Star Wars Battlefront</I>," <I>Game Developers Conference</I>, Mar. 2016. <br><a href="http://www.frostbite.com/2016/03/photogrammetry-and-star-wars-battlefront/">http://www.frostbite.com/2016/03/photogrammetry-and-star-wars-battlefront/</a>
<LI> Hammon, Earl, Jr., "PBR Diffuse Lighting for GGX+Smith Microsurfaces," <I>Game Developers Conference</I>, Feb.-Mar. 2017. <br><a href="https://www.gdcvault.com/play/1024478/PBR-Diffuse-Lighting-for-GGX">https://www.gdcvault.com/play/1024478/PBR-Diffuse-Lighting-for-GGX</a>
<LI> Han, Charles, Bo Sun, Ravi Ramamoorthi, and Eitan Grinspun, "Frequency Domain Normal Map Filtering," <I>ACM Transactions on Graphics (SIGGRAPH 2007)</I>, vol. 26, no. 3, pp. 28:1-28::11, July 2007. <br><a href="http://www.cs.columbia.edu/cg/normalmap/">http://www.cs.columbia.edu/cg/normalmap/</a>
<LI> Han, S., and P. Sander, "Triangle Reordering for Reduced Overdraw in Animated Scenes," in <I>Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games</I>, ACM, pp. 23-27, 2016. <br><a href="http://www.cse.ust.hk/~psander/docs/animorder.pdf">http://www.cse.ust.hk/~psander/docs/animorder.pdf</a>
<LI> Hanika, Johannes, "Manuka: Weta Digital's Spectral Renderer," <I>SIGGRAPH Path Tracing in Production course</I>, Aug. 2017. <br><a href="https://jo.dreggn.org/path-tracing-in-production/">https://jo.dreggn.org/path-tracing-in-production/</a>
<LI> Hanrahan, P., and P. Haeberli, "Direct WYSIWYG Painting and Texturing on 3D Shapes," <I>Computer Graphics (SIGGRAPH '90 Proceedings)</I>, vol. 24, no. 4, pp. 215-223, Aug. 1990. <br><a href="http://people.csail.mit.edu/ericchan/bib/pdf/p215-hanrahan.pdf">http://people.csail.mit.edu/ericchan/bib/pdf/p215-hanrahan.pdf</a>
<LI> Hanrahan, Pat, and Wolfgang Krueger, "Reflection from Layered Surfaces due to Subsurface Scattering," in <I>SIGGRAPH '93: Proceedings of the 20th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM, pp. 165-174, Aug. 1993. <br><a href="https://graphics.stanford.edu/papers/subsurface/">https://graphics.stanford.edu/papers/subsurface/</a>
<LI> Hanson, Andrew J., <I>Visualizing Quaternions</I>, Morgan Kaufmann, 2006. <br><a href="https://smile.amazon.com/Visualizing-Quaternions-Kaufmann-Interactive-Technology/dp/0120884003?tag=realtimerenderin">https://smile.amazon.com/Visualizing-Quaternions-Kaufmann-Interactive-Technology/dp/0120884003</a>
<LI> Hapke, B., "A Theoretical Photometric Function for the Lunar Surface," <I>Journal of Geophysical Research</I>, vol. 68, no. 15, pp. 4571-4586, Aug. 1, 1963. <br><a href="https://agupubs.onlinelibrary.wiley.com/doi/pdf/10.1029/JZ068i015p04571">https://agupubs.onlinelibrary.wiley.com/doi/pdf/10.1029/JZ068i015p04571</a>
<LI> Harada, T., J. McKee, and J. Yang, "Forward+: Bringing Deferred Lighting to the Next Level," in <I>Eurographics 2012--Short Papers</I>, Eurographics Association, pp. 5-8, May 2012. <br><a href="https://takahiroharada.files.wordpress.com/2015/04/forward_plus.pdf">https://takahiroharada.files.wordpress.com/2015/04/forward_plus.pdf</a>
<LI> Harada, T., "A 2.5D culling for Forward+," in <I>SIGGRAPH Asia 2012 Technical Briefs</I>, ACM, pp. 18:1-18:4, Dec. 2012. <br><a href="https://github.com/takahiroharada/takahiroharada.github.io/raw/master/publications/2012_sigAsia.pdf">https://github.com/takahiroharada/takahiroharada.github.io/raw/master/publications/2012_sigAsia.pdf</a>
<LI> Harada, Takahiro, Jay McKee, and Jason C. Yang, "Forward+: A Step Toward Film-Style Shading in Real Time," in Wolfgang Engel, ed., <I>GPU Pro<sup>4</sup></I>, CRC Press, pp. 115-135, 2013. <br><a href="https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1466567430?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1466567430</a>
<LI> Hargreaves, Shawn, "Deferred Shading," <I>Game Developers Conference</I>, Mar. 2004. <br><a href="http://www.shawnhargreaves.com/DeferredShading.pdf">http://www.shawnhargreaves.com/DeferredShading.pdf</a>
<LI> Hargreaves, Shawn, and Mark Harris, "Deferred Shading," <I>NVIDIA Developers Conference</I>, June 29, 2004. <br><a href="http://download.nvidia.com/developer/presentations/2004/6800_Leagues/6800_Leagues_Deferred_Shading.pdf">http://download.nvidia.com/developer/presentations/2004/6800_Leagues/6800_Leagues_Deferred_Shading.pdf</a>
<LI> Harris, Mark J., and Anselmo Lastra, "Real-Time Cloud Rendering," <I>Computer Graphics Forum</I>, vol. 20, no. 3, pp. 76-84, 2001. <br><a href="https://pdfs.semanticscholar.org/a999/d556007e2782c470dd3948b91676f37b7261.pdf">https://pdfs.semanticscholar.org/a999/d556007e2782c470dd3948b91676f37b7261.pdf</a>
<LI> Hart, Evan, Dave Gosselin, and John Isidoro, "Vertex Shading with Direct3D and OpenGL," <I>Game Developers Conference</I>, Mar. 2001. <br><a href="http://www.ati.com/na/pages/resource_centre/dev_rel/techpapers.html">http://www.ati.com/na/pages/resource_centre/dev_rel/techpapers.html</a>
<LI> Hart, Evan, "UHD Color for Games," NVIDIA White Paper, June 2016. <br><a href="https://developer.nvidia.com/sites/default/files/akamai/gameworks/hdr/UHDColorForGames.pdf">https://developer.nvidia.com/sites/default/files/akamai/gameworks/hdr/UHDColorForGames.pdf</a>
<LI> Hart, J. C., D. J. Sandin, and L. H. Kauffman, "Ray Tracing Deterministic 3-D Fractals," <I>Computer Graphics (SIGGRAPH '89 Proceedings)</I>, vol. 23, no. 3, pp. 289-296, 1989.
<LI> Hart, John C., George K. Francis, and Louis H. Kauffman, "Visualizing Quaternion Rotation," <I>ACM Transactions on Graphics</I>, vol. 13, no. 3, pp. 256-276, 1994. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.22.7438&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.22.7438&rep=rep1&type=pdf</a> <br><a href="https://scholar.google.com/scholar?hl=en&as_sdt=0%2C22&q=Visualizing+Quaternion+Rotation+Hart&btnG=">https://scholar.google.com/scholar?hl=en&as_sdt=0%2C22&q=Visualizing+Quaternion+Rotation+Hart&btnG=</a>
<LI> Hasenfratz, Jean-Marc, Marc Lapierre, Nicolas Holzschuch, and François Sillion, "A Survey of Real-Time Soft Shadows Algorithms," <I>Computer Graphics Forum</I>, vol. 22, no. 4, pp. 753-774, 2003. <br><a href="http://hal.univ-grenoble-alpes.fr/file/index/docid/281388/filename/SurveyRTSoftShadows.pdf">http://hal.univ-grenoble-alpes.fr/file/index/docid/281388/filename/SurveyRTSoftShadows.pdf</a>
<LI> Hasselgren, J., T. Akenine-Möller, and L. Ohlsson, "Conservative Rasterization," in Matt Pharr, ed., <I>GPU Gems 2</I>, Addison-Wesley, pp. 677-690, 2005. <br><a href="https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html">https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html</a>
<LI> Hasselgren, J., T. Akenine-Möller, and S. Laine, "A Family of Inexpensive Sampling Schemes," <I>Computer Graphics Forum</I>, vol. 24, no. 4, pp. 843-848, 2005. <br><a href="https://users.aalto.fi/~laines9/publications/hasselgren2005cgf_paper.pdf">https://users.aalto.fi/~laines9/publications/hasselgren2005cgf_paper.pdf</a>
<LI> Hasselgren, J., and T. Akenine-Möller, "An Efficient Multi-View Rasterization Architecture," in <I>Proceedings of the 17th Eurographics Conference on Rendering Techniques</I>, Eurographics Association, pp. 61-72, June 2006. <br><a href="https://dl.acm.org/citation.cfm?id=2383904">https://dl.acm.org/citation.cfm?id=2383904</a>
<LI> Hasselgren, J., and T. Akenine-Möller, "Efficient Depth Buffer Compression," in <I>Graphics Hardware 2006</I>, Eurographics Association, pp. 103-110, Sept. 2006. <br><a href="http://www.cs.cmu.edu/afs/cs.cmu.edu/academic/class/15869-f11/www/readings/hasselgren06_zcompression.pdf">http://www.cs.cmu.edu/afs/cs.cmu.edu/academic/class/15869-f11/www/readings/hasselgren06_zcompression.pdf</a>
<LI> Hasselgren, J., and T. Akenine-Möller, "PCU: The Programmable Culling Unit," <I>ACM Transactions on Graphics</I>, vol. 26, no. 3, pp. 92.1-91.20, 2007. <br><a href="https://dl.acm.org/citation.cfm?id=1276492">https://dl.acm.org/citation.cfm?id=1276492</a>
<LI> Hasselgren, J., M. Andersson, J. Nilsson, and T. Akenine-Möller, "A Compressed Depth Cache," <I>Journal of Computer Graphics Techniques</I>, vol. 1, no. 1, pp. 101-118, 2012. <br><a href="http://jcgt.org/published/0001/01/05/">http://jcgt.org/published/0001/01/05/</a>
<LI> Hasselgren, Jon, Jacob Munkberg, and Karthik Vaidyanathan, "Practical Layered Reconstruction for Defocus and Motion Blur," <I>Journal of Computer Graphics Techniques</I>, vol. 4, no. 2, pp. 45-58, 2012. <br><a href="http://jcgt.org/published/0004/02/04/">http://jcgt.org/published/0004/02/04/</a>
<LI> Hasselgren, J., M. Andersson, and T. Akenine-Möller, "Masked Software Occlusion Culling," <I>High-Performance Graphics</I>, June 2016. <br><a href="http://fileadmin.cs.lth.se/graphics/research/papers/2016/culling/">http://fileadmin.cs.lth.se/graphics/research/papers/2016/culling/</a>
<LI> Hast, Anders, "3D Stereoscopic Rendering: An Overview of Implementation Issues," in Eric Lengyel, ed., <I>Game Engine Gems</I>, Jones & Bartlett, pp. 123-138, 2010. <br><a href="http://gameenginegems.com/">http://gameenginegems.com/</a> <br><a href="https://smile.amazon.com/dp/0763778885?tag=realtimerenderin">https://smile.amazon.com/dp/0763778885</a>
<LI> Hathaway, Benjamin, "Alpha Blending as a Post-Process," in Wolfgang Engel, ed., <I>GPU Pro</I>, A K Peters, Ltd., pp. 167-184, 2010. <br><a href="https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1568814720?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1568814720</a>
<LI> He, Xiao D., Kenneth E. Torrance, François X. Sillion, and Donald P. Greenberg, "A Comprehensive Physical Model for Light Reflection," <I>Computer Graphics (SIGGRAPH '91 Proceedings)</I>, vol. 25, no. 4, pp. 175-186, July 1991. <br><a href="https://hal.inria.fr/file/index/docid/510144/filename/HTSG91.pdf">https://hal.inria.fr/file/index/docid/510144/filename/HTSG91.pdf</a>
<LI> He, Y., Y. Gu, and K. Fatahalian, "Extending the Graphics Pipeline with Adaptive, Multi-rate Shading," <I>ACM Transactions on Graphics</I>, vol. 33, no. 4, pp. 142:1-142:12, 2014.
<LI> He, Y., T. Foley, N. Tatarchuk, and K. Fatahalian, "A System for Rapid, Automatic Shader Level-of-Detail," <I>ACM Transactions on Graphics</I>, vol. 34, no. 6, pp. 187:1-187:12, 2015.
<LI> Hearn, Donald, and M. Pauline Baker, <I>Computer Graphics with OpenGL</I>, Fourth Edition, Prentice-Hall, Inc., 2010.
<LI> Heckbert, Paul, "Survey of Texture Mapping," <I>IEEE Computer Graphics and Applications</I>, vol. 6, no. 11, pp. 56-67, Nov. 1986. <br><a href="http://www.cs.cmu.edu/~ph">http://www.cs.cmu.edu/~ph</a>
<LI> Heckbert, Paul S., "Fundamentals of Texture Mapping and Image Warping," Technical Report 516, Computer Science Division, University of California, Berkeley, June 1989. <br><a href="http://www.cs.cmu.edu/~ph">http://www.cs.cmu.edu/~ph</a>
<LI> Heckbert, Paul S., "What Are the Coordinates of a Pixel?" in Andrew S. Glassner, ed., <I>Graphics Gems</I>, Academic Press, pp. 246-248, 1990. <br><a href="https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-Andrew-S-Glassner/dp/0122861663</a>
<LI> Heckbert, Paul S., "Adaptive Radiosity Textures for Bidirectional Ray Tracing," <I>Computer Graphics (SIGGRAPH '90 Proceedings)</I>, vol. 24, no. 4, pp. 145-154, Aug. 1990. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.84.4862&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.84.4862&rep=rep1&type=pdf</a>
<LI> Heckbert, Paul S., and Henry P. Moreton, "Interpolation for Polygon Texture Mapping and Shading," <I>State of the Art in Computer Graphics: Visualization and Modeling</I>, Springer-Verlag, pp. 101-111, 1991. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.72.6546&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.72.6546&rep=rep1&type=pdf</a>
<LI> Heckbert, Paul S., ed., <I>Graphics Gems IV</I>, Academic Press, 1994. <br><a href="http://www.graphicsgems.org">http://www.graphicsgems.org</a> <br><a href="https://smile.amazon.com/Graphics-Gems-IV-IBM-Version/dp/0123361559?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-IV-IBM-Version/dp/0123361559</a>
<LI> Heckbert, Paul S., "A Minimal Ray Tracer," in Paul S. Heckbert, ed., <I>Graphics Gems IV</I>, Academic Press, pp. 375-381, 1994. <br><a href="http://www.graphicsgems.org">http://www.graphicsgems.org</a> <br><a href="http://www.cs.cmu.edu/~ph/">http://www.cs.cmu.edu/~ph/</a> <br><a href="http://erich.realtimerendering.com/RT08.pdf">http://erich.realtimerendering.com/RT08.pdf</a> <br><a href="https://smile.amazon.com/Graphics-Gems-IV-IBM-Version/dp/0123361559?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-IV-IBM-Version/dp/0123361559</a>
<LI> Heckbert, Paul S., and Michael Herf, "Simulating Soft Shadows with Graphics Hardware," Technical Report CMU-CS-97-104, Carnegie Mellon University, Jan. 1997. <br><a href="http://www.cs.cmu.edu/~ph/shadow.html">http://www.cs.cmu.edu/~ph/shadow.html</a>
<LI> Hecker, Chris, "More Compiler Results, and What To Do About It," <I>Game Developer</I>, pp. 14-21, Aug./Sept. 1996. <br><a href="http://www.d6.com/users/checker/misctech.htm">http://www.d6.com/users/checker/misctech.htm</a> <br><a href="https://www.gdcvault.com/gdmag">https://www.gdcvault.com/gdmag</a>
<LI> Hector, Tobias, "Vulkan: High Efficiency on Mobile," <I>Imagination Blog</I>, Nov. 5, 2015. <br><a href="https://imgtec.com/blog/vulkan-high-efficiency-on-mobile/">https://imgtec.com/blog/vulkan-high-efficiency-on-mobile/</a>
<LI> Hegeman, Kyle, Nathan A. Carr, and Gavin S. P. Miller, "Particle-Based Fluid Simulation on the GPU," in <I>Computational Science--ICCS 2006</I>, Springer, pp. 228-235, 2006. <br><a href="https://www.researchgate.net/profile/Nathan_Carr/publication/220857939_Particle-Based_Fluid_Simulation_on_the_GPU/links/00b4951530c35616c2000000/Particle-Based-Fluid-Simulation-on-the-GPU.pdf">https://www.researchgate.net/profile/Nathan_Carr/publication/220857939_Particle-Based_Fluid_Simulation_on_the_GPU/links/00b4951530c35616c2000000/Particle-Based-Fluid-Simulation-on-the-GPU.pdf</a>
<LI> Heidmann, Tim, "Real Shadows, Real Time," <I>Iris Universe</I>, no. 18, pp. 23-31, Nov. 1991.
<LI> Heidrich, Wolfgang, and Hans-Peter Seidel, "View-Independent Environment Maps," in <I>Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware</I>, ACM, pp. 39-45, Aug. 1998. <br><a href="https://pubweb.eng.utah.edu/~cs5610/handouts/parab-env-map.pdf">https://pubweb.eng.utah.edu/~cs5610/handouts/parab-env-map.pdf</a>
<LI> Heidrich, Wolfgang, Rüdifer Westermann, Hans-Peter Seidel, and Thomas Ertl, "Applications of Pixel Textures in Visualization and Realistic Image Synthesis," in <I>Proceedings of the 1999 Symposium on Interactive 3D Graphics</I>, ACM, pp. 127-134, Apr. 1999. <br><a href="http://www.cs.ubc.ca/~heidrich/Papers">http://www.cs.ubc.ca/~heidrich/Papers</a>
<LI> Heidrich, Wolfgang, and Hans-Peter Seidel, "Realistic, Hardware-Accelerated Shading and Lighting," in <I>SIGGRAPH '99: Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM Press/Addison-Wesley Publishing Co., pp. 171-178, Aug. 1999. <br><a href="http://www.cs.ubc.ca/~heidrich/Papers">http://www.cs.ubc.ca/~heidrich/Papers</a>
<LI> Heidrich, Wolfgang, Katja Daubert, Jan Kautz, and Hans-Peter Seidel, "Illuminating Micro Geometry Based on Precomputed Visibility," in <I>SIGGRAPH '00: Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM Press/Addison-Wesley Publishing Co., pp. 455-464, July 2000. <br><a href="http://www.cs.ubc.ca/~heidrich/Papers">http://www.cs.ubc.ca/~heidrich/Papers</a>
<LI> Heitz, Eric, and Fabrice Neyret, "Representing Appearance and Pre-filtering Subpixel Data in Sparse Voxel Octrees," in <I>Proceedings of the Fourth ACM SIGGRAPH / Eurographics Conference on High-Performance Graphics</I>, Eurographics Association, pp. 125-134, June 2012. <br><a href="https://hal.archives-ouvertes.fr/file/index/docid/704461/filename/HN12.pdf">https://hal.archives-ouvertes.fr/file/index/docid/704461/filename/HN12.pdf</a> <br><a href="http://www.highperformancegraphics.org/previous/www_2012/media/Papers/HPG2012_Papers_Heitz.pdf">http://www.highperformancegraphics.org/previous/www_2012/media/Papers/HPG2012_Papers_Heitz.pdf</a>
<LI> Heitz, Eric, Christophe Bourlier, and Nicolas Pinel, "Correlation Effect between Transmitter and Receiver Azimuthal Directions on the Illumination Function from a Random Rough Surface," <I>Waves in Random and Complex Media</I>, vol. 23, no. 3, pp. 318-335, 2013. <br><a href="https://hal.archives-ouvertes.fr/file/index/docid/840796/filename/2013_WRCM_pre_print_Heitz_et_al.pdf">https://hal.archives-ouvertes.fr/file/index/docid/840796/filename/2013_WRCM_pre_print_Heitz_et_al.pdf</a>
<LI> Heitz, Eric, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs," <I>Journal of Computer Graphics Techniques</I>, vol. 3, no. 4, pp. 48-107, 2014. <br><a href="http://jcgt.org/published/0003/02/03/">http://jcgt.org/published/0003/02/03/</a>
<LI> Heitz, Eric, and Jonathan Dupuy, "Implementing a Simple Anisotropic Rough Diffuse Material with Stochastic Evaluation," Technical Report, 2015. <br><a href="https://eheitzresearch.wordpress.com/research/">https://eheitzresearch.wordpress.com/research/</a>
<LI> Heitz, Eric, Jonathan Dupuy, Cyril Crassin, and Carsten Dachsbacher, "The SGGX Microflake Distribution," <I>ACM Transactions on Graphics (SIGGRAPH 2015)</I>, vol. 34, no. 4, pp. 48:1-48:11, Aug. 2015. <br><a href="https://drive.google.com/file/d/0BzvWIdpUpRx_dXJIMk9rdEdrd00/view">https://drive.google.com/file/d/0BzvWIdpUpRx_dXJIMk9rdEdrd00/view</a>
<LI> Heitz, Eric, Jonathan Dupuy, Stephen Hill, and David Neubelt, "Real-Time Polygonal-Light Shading with Linearly Transformed Cosines," <I>ACM Transactions on Graphics (SIGGRAPH 2016)</I>, vol. 35, no. 4, pp. 41:1-41:8, July 2016. <br><a href="https://eheitzresearch.wordpress.com/415-2/">https://eheitzresearch.wordpress.com/415-2/</a>
<LI> Heitz, Eric, Johannes Hanika, Eugene d'Eon, and Carsten Dachsbacher, "Multiple-Scattering Microfacet BSDFs with the Smith Model," <I>ACM Transactions on Graphics (SIGGRAPH 2016)</I>, vol. 35, no. 4, pp. 58:1-58:8, July 2016. <br><a href="https://eheitzresearch.wordpress.com/240-2/">https://eheitzresearch.wordpress.com/240-2/</a>
<LI> Held, Martin, "ERIT--A Collection of Efficient and Reliable Intersection Tests," <I>journal of graphics tools</I>, vol. 2, no. 4, pp. 25-44, 1997. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.49.9172&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.49.9172&rep=rep1&type=pdf</a> <br><a href="https://www.tandfonline.com/doi/abs/10.1080/10867651.1997.10487482">https://www.tandfonline.com/doi/abs/10.1080/10867651.1997.10487482</a>
<LI> Held, Martin, "FIST: Fast Industrial-Strength Triangulation of Polygons," <I>Algorithmica</I>, vol. 30, no. 4, pp. 563-596, 2001. <br><a href="http://www.cosy.sbg.ac.at/~held/publications.html">http://www.cosy.sbg.ac.at/~held/publications.html</a>
<LI> Hennessy, John L., and David A. Patterson, <I>Computer Architecture: A Quantitative Approach</I>, Fifth Edition, Morgan Kaufmann, 2011. <br><a href="https://smile.amazon.com/Computer-Architecture-Quantitative-John-Hennessy/dp/012383872X?tag=realtimerenderin">https://smile.amazon.com/Computer-Architecture-Quantitative-John-Hennessy/dp/012383872X</a>
<LI> Hennessy, Padraic, "Implementation Notes: Physically Based Lens Flares," <I>Placeholder Art</I> blog, Jan. 19, 2015. <br><a href="https://placeholderart.wordpress.com/2015/01/19/implementation-notes-physically-based-lens-flares/">https://placeholderart.wordpress.com/2015/01/19/implementation-notes-physically-based-lens-flares/</a>
<LI> Hennessy, Padraic, "Mixed Resolution Rendering in <I>Skylanders: SuperChargers</I>," <I>Game Developers Conference</I>, Mar. 2016. <br><a href="https://archive.org/details/GDC2016Hennessy">https://archive.org/details/GDC2016Hennessy</a> <br><a href="https://ia801906.us.archive.org/19/items/GDC2016Hennessy/GDC2016-Hennessy.pdf">https://ia801906.us.archive.org/19/items/GDC2016Hennessy/GDC2016-Hennessy.pdf</a>
<LI> Hensley, Justin, and Thorsten Scheuermann, "Dynamic Glossy Environment Reflections Using Summed-Area Tables," in Wolfgang Engel, ed., <I>ShaderX<sup>4</sup></I>, Charles River Media, pp. 187-200, 2005.
<LI> Hensley, Justin, Thorsten Scheuermann, Greg Coombe, Montek Singh, and Anselmo Lastra, "Fast Summed-Area Table Generation and Its Applications," <I>Computer Graphics Forum</I>, vol. 24, no. 3, pp. 547-555, 2005. <br><a href="https://pdfs.semanticscholar.org/fb20/da261af761f10d187b1cd2e314bedbfc498f.pdf">https://pdfs.semanticscholar.org/fb20/da261af761f10d187b1cd2e314bedbfc498f.pdf</a>
<LI> Hensley, Justin, "Shiny, Blurry Things," <I>SIGGRAPH Beyond Programmable Shading course</I>, Aug. 2009.
<LI> Henyey, L. G., and J. L. Greenstein, "Diffuse Radiation in the Galaxy," in <I>Astrophysical Journal</I>, vol. 93, pp. 70-83, 1941. <br><a href="http://adsabs.harvard.edu/full/1941ApJ....93...70H">http://adsabs.harvard.edu/full/1941ApJ....93...70H</a>
<LI> Herf, M., and P. S. Heckbert, "Fast Soft Shadows," in <I>ACM SIGGRAPH '96 Visual Proceedings</I>, ACM, p. 145, Aug. 1996.
<LI> Hermosilla, Pedro, and Pere-Pau Vázquez, "NPR Effects Using the Geometry Shader," in Wolfgang Engel, ed., <I>GPU Pro</I>, A K Peters, Ltd., pp. 149-165, 2010. <br><a href="https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1568814720?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1568814720</a>
<LI> Herrell, Russ, Joe Baldwin, and Chris Wilcox, "High-Quality Polygon Edging," <I>IEEE Computer Graphics and Applications</I>, vol. 15, no. 4, pp. 68-74, July 1995. <br><a href="http://www.cs.colostate.edu/~wilcox/Papers/High%20Quality%20Polygon%20Edging.pdf">http://www.cs.colostate.edu/~wilcox/Papers/High%20Quality%20Polygon%20Edging.pdf</a>
<LI> Hertzmann, Aaron, "Introduction to 3D Non-Photorealistic Rendering: Silhouettes and Outlines," <I>SIGGRAPH Non-Photorealistic Rendering course</I>, Aug. 1999. <br><a href="http://www.mrl.nyu.edu/~hertzman/hertzmann-intro3d.pdf">http://www.mrl.nyu.edu/~hertzman/hertzmann-intro3d.pdf</a>
<LI> Hertzmann, Aaron, and Denis Zorin, "Illustrating Smooth Surfaces," in <I>SIGGRAPH '00: Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM Press/Addison-Wesley Publishing Co., pp. 517-526, July 2000. <br><a href="http://www.mrl.nyu.edu/publications/illustrating-smooth/">http://www.mrl.nyu.edu/publications/illustrating-smooth/</a>
<LI> Hertzmann, Aaron, "A Survey of Stroke-Based Rendering," <I>IEEE Computer Graphics and Applications</I>, vol. 23, no. 4, pp. 70-81, July/Aug. 2003. <br><a href="http://luthuli.cs.uiuc.edu/~daf/courses/computergraphics/01210867.pdf">http://luthuli.cs.uiuc.edu/~daf/courses/computergraphics/01210867.pdf</a>
<LI> Hertzmann, Aaron, "Non-Photorealistic Rendering and the Science of Art," in <I>Proceedings of the 8th International Symposium on Non-Photorealistic Animation and Rendering</I>, ACM, pp. 147-157, 2010. <br><a href="http://www.dgp.toronto.edu/~hertzman/ScienceOfArt/hertzmann-scienceOfArt.pdf">http://www.dgp.toronto.edu/~hertzman/ScienceOfArt/hertzmann-scienceOfArt.pdf</a>
<LI> Hery, Christophe, "On Shadow Buffers," <I>Stupid RenderMan/RAT Tricks</I>, SIGGRAPH 2002 RenderMan Users Group meeting, July 2002. <br><a href="https://www.powershow.com/view1/10327c-ZDc1Z/Stupid_Renderman_Tricks_powerpoint_ppt_presentation">https://www.powershow.com/view1/10327c-ZDc1Z/Stupid_Renderman_Tricks_powerpoint_ppt_presentation</a>
<LI> Hery, Christophe, "Implementing a Skin BSSRDF (or Several)," <I>SIGGRAPH RenderMan, Theory and Practice course</I>, July 2003. <br><a href="http://www.treyharrell.com/prman-notes/scat.pdf">http://www.treyharrell.com/prman-notes/scat.pdf</a>
<LI> Hery, Christophe, Michael Kass, and Junyi Ling, "Geometry into Shading," Technical memo, Pixar Animation Studios, 2014. <br><a href="https://graphics.pixar.com/library/BumpRoughness/">https://graphics.pixar.com/library/BumpRoughness/</a>
<LI> Hery, Christophe, and Junyi Ling, "Pixar's Foundation for Materials: PxrSurface and PxrMarschnerHair," <I>SIGGRAPH Physically Based Shading in Theory and Practice course</I>, Aug. 2017. <br><a href="http://blog.selfshadow.com/publications/s2017-shading-course/">http://blog.selfshadow.com/publications/s2017-shading-course/</a>
<LI> Herzog, Robert, Elmar Eisemann, Karol Myszkowski, and H.-P. Seidel, "Spatio-Temporal Upsampling on the GPU," in <I>Proceedings of the 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games</I>, ACM, pp. 91-98, 2010. <br><a href="https://pdfs.semanticscholar.org/1475/ce13e8691a64dea5c70ec5f390a1f5691c3b.pdf">https://pdfs.semanticscholar.org/1475/ce13e8691a64dea5c70ec5f390a1f5691c3b.pdf</a>
<LI> Hicks, Odell, "A Simulation of Thermal Imaging," in Wolfgang Engel, ed., <I>ShaderX<sup>3</sup></I>, Charles River Media, pp. 169-170, 2004.
<LI> Hill, F. S., Jr., "The Pleasures of `Perp Dot' Products," in Paul S. Heckbert, ed., <I>Graphics Gems IV</I>, Academic Press, pp. 138-148, 1994. <br><a href="https://smile.amazon.com/Graphics-Gems-IV-IBM-Version/dp/0123361559?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-IV-IBM-Version/dp/0123361559</a>
<LI> Hill, Steve, "A Simple Fast Memory Allocator," in David Kirk, ed., <I>Graphics Gems III</I>, Academic Press, pp. 49-50, 1992. <br><a href="http://www.graphicsgems.org">http://www.graphicsgems.org</a> <br><a href="https://smile.amazon.com/Graphics-Gems-3-IBM-Version/dp/0124096735?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-3-IBM-Version/dp/0124096735</a>
<LI> Hill, Stephen, "Rendering with Conviction," <I>Game Developers Conference</I>, Mar. 2010. <br><a href="http://www.selfshadow.com/talks/rwc_gdc2010_v1.pdf">http://www.selfshadow.com/talks/rwc_gdc2010_v1.pdf</a>
<LI> Hill, Stephen, and Daniel Collin, "Practical, Dynamic Visibility for Games," in Wolfgang Engel, ed., <I>GPU Pro<sup>2</sup></I>, A K Peters/CRC Press, pp. 329-348, 2011. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.719.9043&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.719.9043&rep=rep1&type=pdf</a> <br><a href="https://smile.amazon.com/GPU-Pro-2-Wolfgang-Engel/dp/1568817185?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-2-Wolfgang-Engel/dp/1568817185</a>
<LI> Hill, Stephen, "Specular Showdown in the Wild West," <I>Self-Shadow</I> blog, July 22, 2011. <br><a href="http://blog.selfshadow.com/2011/07/22/specular-showdown/">http://blog.selfshadow.com/2011/07/22/specular-showdown/</a>
<LI> Hill, Stephen, and Dan Baker, "Rock-Solid Shading: Image Stability Without Sacrificing Detail," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, Aug. 2012. <br><a href="http://advances.realtimerendering.com/s2012/">http://advances.realtimerendering.com/s2012/</a>
<LI> Hillaire, Sébastien, "Improving Performance by Reducing Calls to the Driver," in Patrick Cozzi & Christophe Riccio, eds., <I>OpenGL Insights</I>, CRC Press, pp. 353-363, 2012. <br><a href="https://github.com/OpenGLInsights">https://github.com/OpenGLInsights</a> <br><a href="https://smile.amazon.com/OpenGL-Insights-Patrick-Cozzi/dp/1439893764?tag=realtimerenderin">https://smile.amazon.com/OpenGL-Insights-Patrick-Cozzi/dp/1439893764</a>
<LI> Hillaire, Sébastien, "Physically-Based and Unified Volumetric Rendering in Frostbite," <I>SIGGRAPH Advances in Real-Time Rendering course</I>, Aug. 2015. <br><a href="https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite">https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite</a>
<LI> Hillaire, Sébastien, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite," <I>SIGGRAPH Physically Based Shading in Theory and Practice course</I>, July 2016. <br><a href="https://www.ea.com/frostbite/news/physically-based-sky-atmosphere-and-cloud-rendering">https://www.ea.com/frostbite/news/physically-based-sky-atmosphere-and-cloud-rendering</a>
<LI> Hillaire, Sébastien, "Volumetric Stanford Bunny," <I>Shadertoy</I>, Mar. 25, 2017. <br><a href="https://www.shadertoy.com/view/MdlyDs">https://www.shadertoy.com/view/MdlyDs</a>
<LI> Hillaire, Sébastien, "Real-Time Raytracing for Interactive Global Illumination Workflows in Frostbite," <I>Game Developers Conference</I>, Mar. 2018. <br><a href="https://www.ea.com/frostbite/news/real-time-raytracing-for-interactive-global-illumination-workflows-in-frostbite">https://www.ea.com/frostbite/news/real-time-raytracing-for-interactive-global-illumination-workflows-in-frostbite</a> <br><a href="https://www.gdcvault.com/play/1024801/">https://www.gdcvault.com/play/1024801/</a>
<LI> Hillesland, Karl, "Real-Time Ptex and Vector Displacement," in Wolfgang Engel, ed., <I>GPU Pro<sup>4</sup></I>, CRC Press, pp. 69-80, 2013. <br><a href="https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1466567430?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1466567430</a>
<LI> Hillesland, K. E., and J. C. Yang, "Texel Shading," in <I>Eurographics 2016--Short Papers</I>, Eurographics Association, pp. 73-76, May 2016. <br><a href="http://developer.amd.com/wordpress/media/2013/12/TexelShading_EG2016_AuthorVersion.pdf">http://developer.amd.com/wordpress/media/2013/12/TexelShading_EG2016_AuthorVersion.pdf</a>
<LI> Hillesland, Karl, "Texel Shading," <I>GPUOpen</I> website, July 21, 2016. <br><a href="https://gpuopen.com/texel-shading/">https://gpuopen.com/texel-shading/</a>
<LI> Hinsinger, D., F. Neyret, and M.-P. Cani, "Interactive Animation of Ocean Waves," in <I>Proceedings of the 2002 ACM SIGGRAPH/Eurographics Symposium on Computer Animation</I>, ACM, pp. 161-166, 2002. <br><a href="https://hal.inria.fr/inria-00537490/document">https://hal.inria.fr/inria-00537490/document</a>
<LI> Hirche, Johannes, Alexander Ehlert, Stefan Guthe, and Michael Doggett, "Hardware Accelerated Per-Pixel Displacement Mapping," in <I>Graphics Interface 2004</I>, Canadian Human-Computer Communications Society, pp. 153-158, 2004. <br><a href="https://www.researchgate.net/profile/Michael_Doggett/publication/2919917_Hardware_Accelerated_Per-Pixel_Displacement_Mapping/links/00b7d52de340768f71000000/Hardware-Accelerated-Per-Pixel-Displacement-Mapping.pdf">https://www.researchgate.net/profile/Michael_Doggett/publication/2919917_Hardware_Accelerated_Per-Pixel_Displacement_Mapping/links/00b7d52de340768f71000000/Hardware-Accelerated-Per-Pixel-Displacement-Mapping.pdf</a>
<LI> Hoberock, Jared, and Yuntao Jia, "High-Quality Ambient Occlusion," in Hubert Nguyen, ed., <I>GPU Gems 3</I>, Addison-Wesley, pp. 257-274, 2007. <br><a href="https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch12.html">https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch12.html</a>
<LI> Hoetzlein, Rama, "GVDB: Raytracing Sparse Voxel Database Structures on the GPU," <I>High Performance Graphics</I>, June 2016. <br><a href="http://www.ramakarl.com/website/wp-content/uploads/GVDB_HPG2016_CRC.pdf">http://www.ramakarl.com/website/wp-content/uploads/GVDB_HPG2016_CRC.pdf</a>
<LI> Hoetzlein, Rama, "NVIDIA® GVDB Voxels: Programming Guide," NVIDIA website, May 2017. <br><a href="https://developer.nvidia.com/gvdb">https://developer.nvidia.com/gvdb</a>
<LI> Hoffman, Donald D., <I>Visual Intelligence</I>, W. W. Norton & Company, 2000. <br><a href="https://smile.amazon.com/Visual-Intelligence-How-Create-What/dp/0393319679?tag=realtimerenderin">https://smile.amazon.com/Visual-Intelligence-How-Create-What/dp/0393319679</a>
<LI> Hoffman, Naty, and Kenny Mitchell, "Photorealistic Terrain Lighting in Real Time," <I>Game Developer</I>, vol. 8, no. 7, pp. 32-41, July 2001. More detailed version in "Real-Time Photorealistic Terrain Lighting," <I>Game Developers Conference</I>, Mar. 2001. <br><a href="http://renderwonk.com/publications/gdc-2001/hoffmitch.pdf">http://renderwonk.com/publications/gdc-2001/hoffmitch.pdf</a> <br><a href="http://twvideo01.ubm-us.net/o1/vault/GD_Mag_Archives/GDM_July_2001.pdf">http://twvideo01.ubm-us.net/o1/vault/GD_Mag_Archives/GDM_July_2001.pdf</a> <br><a href="https://www.gdcvault.com/gdmag">https://www.gdcvault.com/gdmag</a> Also collected in reference #1786.
<LI> Hoffman, Naty, "Color Enhancement for Videogames," <I>SIGGRAPH Color Enhancement and Rendering in Film and Game Production course</I>, July 2010. <br><a href="http://renderwonk.com/publications/s2010-color-course/hoffman/s2010_color_enhancement_and_rendering_hoffman_b.pdf">http://renderwonk.com/publications/s2010-color-course/hoffman/s2010_color_enhancement_and_rendering_hoffman_b.pdf</a>
<LI> Hoffman, Naty, "Outside the Echo Chamber: Learning from Other Disciplines, Industries, and Art Forms," Opening keynote of <I>Symposium on Interactive 3D Graphics and Games</I>, Mar. 2013. <br><a href="http://renderwonk.com/publications/i3d2013-keynote/">http://renderwonk.com/publications/i3d2013-keynote/</a>
<LI> Hoffman, Naty, "Background: Physics and Math of Shading," <I>SIGGRAPH Physically Based Shading in Theory and Practice course</I>, July 2013. <br><a href="https://pdfs.semanticscholar.org/e8e9/0c3263de1086fa790ebe379aff7115975e76.pdf">https://pdfs.semanticscholar.org/e8e9/0c3263de1086fa790ebe379aff7115975e76.pdf</a>
<LI> Holbert, Daniel, "Normal Offset Shadows," <I>Dissident Logic</I> blog, Aug. 27, 2010. <br><a href="http://www.dissidentlogic.com/old/#Normal%20Offset%20Shadows">http://www.dissidentlogic.com/old/#Normal%20Offset%20Shadows</a>
<LI> Holbert, Daniel, "Saying `Goodbye' to Shadow Acne," <I>Game Developers Conference poster</I>, Mar. 2011. <br><a href="http://www.dissidentlogic.com/old/images/NormalOffsetShadows/GDC_Poster_NormalOffset.png">http://www.dissidentlogic.com/old/images/NormalOffsetShadows/GDC_Poster_NormalOffset.png</a>
<LI> Hollemeersch, C.-F., B. Pieters, P. Lambert, and R. Van de Walle, "Accelerating Virtual Texturing Using CUDA," in Wolfgang Engel, ed., <I>GPU Pro</I>, A K Peters, Ltd., pp. 623-642, 2010. <br><a href="https://www.researchgate.net/publication/265202211_Accelerating_Virtual_Texturing_Using_CUDA">https://www.researchgate.net/publication/265202211_Accelerating_Virtual_Texturing_Using_CUDA</a> <br><a href="https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1568814720?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1568814720</a>
<LI> Holzschuch, Nicolas, and Romain Pacanowski, "Identifying Diffraction Effects in Measured Reflectances," <I>Eurographics Workshop on Material Appearance Modeling</I>, June 2015. <br><a href="https://hal.inria.fr/hal-01170614">https://hal.inria.fr/hal-01170614</a>
<LI> Holzschuch, Nicolas, and Romain Pacanowski, "A Two-Scale Microfacet Reflectance Model Combining Reflection and Diffraction," <I>ACM Transactions on Graphics (SIGGRAPH 2017)</I>, vol. 36, no. 4, pp. 66:1-66:12, July 2017. <br><a href="https://hal.inria.fr/hal-01515948">https://hal.inria.fr/hal-01515948</a>
<LI> Hoobler, Nathan, "High Performance Post-Processing," <I>Game Developers Conference</I>, Mar. 2011. <br><a href="http://twvideo01.ubm-us.net/o1/vault/gdc2011/slides/Nathan_Hoobler_Programming_AdvancedVisualEffects.ppt">http://twvideo01.ubm-us.net/o1/vault/gdc2011/slides/Nathan_Hoobler_Programming_AdvancedVisualEffects.ppt</a>
<LI> Hoobler, Nathan, "Fast, Flexible, Physically-Based Volumetric Light Scattering," <I>Game Developers Conference</I>, Mar. 2016. <br><a href="https://developer.nvidia.com/sites/default/files/akamai/gameworks/downloads/papers/NVVL/Fast_Flexible_Physically-Based_Volumetric_Light_Scattering.pdf">https://developer.nvidia.com/sites/default/files/akamai/gameworks/downloads/papers/NVVL/Fast_Flexible_Physically-Based_Volumetric_Light_Scattering.pdf</a>
<LI> Hooker, JT, "Volumetric Global Illumination at Treyarch," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, July 2016. <br><a href="http://advances.realtimerendering.com/s2016">http://advances.realtimerendering.com/s2016</a>
<LI> Hoppe, H., T. DeRose, T. Duchamp, M. Halstead, H. Jin, J. McDonald, J. Schweitzer, and W. Stuetzle, "Piecewise Smooth Surface Reconstruction," in <I>SIGGRAPH '94: Proceedings of the 21st Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM, pp. 295-302, July 1994. <br><a href="http://hhoppe.com/">http://hhoppe.com/</a>
<LI> Hoppe, Hugues, "Progressive Meshes," in <I>SIGGRAPH '96: Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM, pp. 99-108, Aug. 1996. <br><a href="http://hhoppe.com/">http://hhoppe.com/</a>
<LI> Hoppe, Hugues, "View-Dependent Refinement of Progressive Meshes," in <I>SIGGRAPH '97: Proceedings of the 24th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM Press/Addison-Wesley Publishing Co., pp. 189-198, Aug. 1997. <br><a href="http://hhoppe.com/">http://hhoppe.com/</a>
<LI> Hoppe, Hugues, "Efficient Implementation of Progressive Meshes," <I>Computers and Graphics</I>, vol. 22, no. 1, pp. 27-36, 1998. <br><a href="http://hhoppe.com/">http://hhoppe.com/</a>
<LI> Hoppe, Hugues, "Optimization of Mesh Locality for Transparent Vertex Caching," in <I>SIGGRAPH '99: Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM Press/Addison-Wesley Publishing Co., pp. 269-276, Aug. 1999. <br><a href="http://hhoppe.com/">http://hhoppe.com/</a>
<LI> Hoppe, Hugues, "New Quadric Metric for Simplifying Meshes with Appearance Attributes," in <I>Proceedings of Visualization '99</I>, IEEE Computer Society, pp. 59-66, Oct. 1999. <br><a href="http://hhoppe.com/">http://hhoppe.com/</a>
<LI> Hormann, K., and M. Floater, "Mean Value Coordinates for Arbitrary Planar Polygons," <I>ACM Transactions on Graphics</I>, vol. 25, no. 4, pp. 1424-1441, Oct. 2006. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.108.2717&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.108.2717&rep=rep1&type=pdf</a>
<LI> Hormann, Kai, Bruno Lévy, and Alla Sheffer, <I>SIGGRAPH Mesh Parameterization: Theory and Practice course</I>, Aug. 2007. <br><a href="http://alice.loria.fr/publications/papers/2007/SigCourseParam/param-course.pdf">http://alice.loria.fr/publications/papers/2007/SigCourseParam/param-course.pdf</a>
<LI> Hornus, Samuel, Jared Hoberock, Sylvain Lefebvre, and John Hart, "<I>ZP+</I>: Correct <I>Z-Pass</I> Stencil Shadows," in <I>Proceedings of the 2005 Symposium on Interactive 3D Graphics and Games</I>, ACM, pp. 195-202, Apr. 2005. <br><a href="http://artis.inrialpes.fr/Publications/2005/HHLH05/">http://artis.inrialpes.fr/Publications/2005/HHLH05/</a>
<LI> Horvath, Helmuth, "Gustav Mie and the Scattering and Absorption of Light by Particles: Historic Developments and Basics," <I>Journal of Quantitative Spectroscopy and Radiative Transfer</I>, vol. 110, no. 11, pp. 787-799, 2009.
<LI> Hoschek, Josef, and Dieter Lasser, <I>Fundamentals of Computer Aided Geometric Design</I>, A K Peters, Ltd., 1993. <br><a href="https://smile.amazon.com/Fundamentals-Computer-Aided-Geometric-Design/dp/1568810075?tag=realtimerenderin">https://smile.amazon.com/Fundamentals-Computer-Aided-Geometric-Design/dp/1568810075</a>
<LI> Hosek, Lukas, and Alexander Wilkie, "An Analytic Model for Full Spectral Sky-Dome Radiance," <I>ACM Transaction on Graphics</I>, vol. 31, no. 4, pp. 1-9, July 2012. <br><a href="http://cgg.mff.cuni.cz/projects/SkylightModelling/HosekWilkie_SkylightModel_SIGGRAPH2012_Preprint_lowres.pdf">http://cgg.mff.cuni.cz/projects/SkylightModelling/HosekWilkie_SkylightModel_SIGGRAPH2012_Preprint_lowres.pdf</a>
<LI> Hu, Jinhui, Suya You, and Ulrich Neumann, "Approaches to Large-Scale Urban Modeling," <I>IEEE Computer Graphics and Applications</I>, vol. 23, no. 6, pp. 62-69, Nov./Dec. 2003. <br><a href="http://graphics.usc.edu/cgit/publications/papers/Hu_CGA_03.pdf">http://graphics.usc.edu/cgit/publications/papers/Hu_CGA_03.pdf</a>
<LI> Hu, L., P. Sander, and H. Hoppe, "Parallel View-Dependent Level-of-Detail Control," <I>IEEE Transactions on Visualization and Computer Graphics</I>, vol. 16, no. 5, pp. 718-728, 2010. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.221.410&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.221.410&rep=rep1&type=pdf</a>
<LI> Hu, Liwen, Chongyang Ma, Linjie Luo, and Hao Li, "Single-View Hair Modeling Using a Hairstyle Database," <I>ACM Transaction on Graphics</I>, vol. 34, no. 4, pp. 1-9, July 2015. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.696.3743&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.696.3743&rep=rep1&type=pdf</a>
<LI> Hubbard, Philip M., "Approximating Polyhedra with Spheres for Time-Critical Collision Detection," <I>ACM Transactions on Graphics</I>, vol. 15, no. 3, pp. 179-210, 1996. <br><a href="ftp://134.197.33.49/downloads/russell/hubbard_1996_approx_polyhedra_spheres_time_critical_collision_detection.PDF">ftp://134.197.33.49/downloads/russell/hubbard_1996_approx_polyhedra_spheres_time_critical_collision_detection.PDF</a>
<LI> Hughes, James, Reza Nourai, and Ed Hutchins, "Understanding, Measuring, and Analyzing VR Graphics Performance," in Wolfgang Engel, ed., <I>GPU Zen</I>, Black Cat Publishing, pp. 253-274, 2017. <br><a href="https://smile.amazon.com/dp/0998822892?tag=realtimerenderin">https://smile.amazon.com/dp/0998822892</a>
<LI> Hughes, John F., and Tomas Möller, "Building an Orthonormal Basis from a Unit Vector," <I>journal of graphics tools</I>, vol. 4, no. 4, pp. 33-35, 1999. Also collected in reference #112. <br><a href="https://www.tandfonline.com/doi/abs/10.1080/10867651.1999.10487513?journalCode=ujgt19">https://www.tandfonline.com/doi/abs/10.1080/10867651.1999.10487513?journalCode=ujgt19</a> <br><a href="https://smile.amazon.com/Graphics-Tools-jgt-Editors-Choice/dp/1568812469?tag=realtimerenderin">https://smile.amazon.com/Graphics-Tools-jgt-Editors-Choice/dp/1568812469</a>
<LI> Hughes, John F., Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley, <I>Computer Graphics: Principles and Practice</I>, Third Edition, Addison-Wesley, 2013. <br><a href="https://smile.amazon.com/Computer-Graphics-Principles-Practice-3rd/dp/0321399528?tag=realtimerenderin">https://smile.amazon.com/Computer-Graphics-Principles-Practice-3rd/dp/0321399528</a>
<LI> Hullin, Matthias, Elmar Eisemann, Hans-Peter Seidel, and Sungkil Lee, "Physically-Based Real-Time Lens Flare Rendering," <I>ACM Transactions on Graphics (SIGGRAPH 2011)</I>, vol. 30, no. 4, pp. 108:1-108:10, July 2011.
<LI> Humphreys, Greg, Mike Houston, Ren Ng, Randall Frank, Sean Ahern, Peter D. Kirchner, and James t. Klosowski, "Chromium: A Stream-Processing Framework for Interactive Rendering on Clusters," <I>ACM Transactions on Graphics</I>, vol. 21, no. 3, pp. 693-702, July 2002. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.375.136&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.375.136&rep=rep1&type=pdf</a>
<LI> Hunt, R. W. G., <I>The Reproduction of Colour</I>, Sixth Edition, John Wiley & Sons, Inc., 2004. <br><a href="https://smile.amazon.com/Reproduction-Colour-R-W-Hunt/dp/0863433685?tag=realtimerenderin">https://smile.amazon.com/Reproduction-Colour-R-W-Hunt/dp/0863433685</a>
<LI> Hunt, R. W. G., and M. R. Pointer, <I>Measuring Colour</I>, Fourth Edition, John Wiley & Sons, Inc., 2011. <br><a href="https://smile.amazon.com/Measuring-Imaging-Science-Technology-2011-09-30/dp/B019TM3BFA?tag=realtimerenderin">https://smile.amazon.com/Measuring-Imaging-Science-Technology-2011-09-30/dp/B019TM3BFA</a>
<LI> Hunt, Warren, "Real-Time Ray-Casting for Virtual Reality," Hot 3D Session, <I>High-Performance Graphics</I>, July 2017. <br><a href="http://www.highperformancegraphics.org/2017/program/">http://www.highperformancegraphics.org/2017/program/</a> <br><a href="http://www.highperformancegraphics.org/wp-content/uploads/2017/Hot3D/HPG2017_RealTimeRayCasting.pdf">http://www.highperformancegraphics.org/wp-content/uploads/2017/Hot3D/HPG2017_RealTimeRayCasting.pdf</a> <br><a href="http://www.highperformancegraphics.org/wp-content/uploads/2017/Hot3D/HPG2017_RealTimeRayCasting.pptx">http://www.highperformancegraphics.org/wp-content/uploads/2017/Hot3D/HPG2017_RealTimeRayCasting.pptx</a>
<LI> Hunter, Biver, and Paul Fuqua, <I>Light Science and Magic: An Introduction to Photographic Lighting</I>, Fourth Edition, Focal Press, 2011.
<LI> Hurlburt, Stephanie, "Improving Texture Compression in Games," <I>Game Developers Conference AMD Capsaicin & Cream Developer Sessions</I>, Feb. 2017. <br><a href="https://docs.google.com/presentation/d/1LUPrvdjqFP5nGxe_SF_eQHB6mPbkBOb7w8qgSyQR0Uc/edit#slide=id.p">https://docs.google.com/presentation/d/1LUPrvdjqFP5nGxe_SF_eQHB6mPbkBOb7w8qgSyQR0Uc/edit#slide=id.p</a>
<LI> Kirk, David, and Wen-Mei Hwu, (reference changed to book, Kirk is first now) <I>Programming Massively Parallel Processors: A Hands-on Approach</I>, Morgan-Kaufmann, 2016. <br><a href="https://books.google.com/books?hl=en&lr=&id=wcS_DAAAQBAJ&oi=fnd&pg=PP1&dq=%22Programming+Massively+Parallel+Processors%22&ots=Hk9StFFM-x&sig=eFl3IKb4SDCmmvm7TGO7F_sQ8l0#v=onepage&q&f=false">https://books.google.com/books?hl=en&lr=&id=wcS_DAAAQBAJ&oi=fnd&pg=PP1&dq=%22Programming+Massively+Parallel+Processors%22&ots=Hk9StFFM-x&sig=eFl3IKb4SDCmmvm7TGO7F_sQ8l0#v=onepage&q&f=false</a>
<LI> Igehy, Homan, Matthew Eldridge, and Kekoa Proudfoot, "Prefetching in a Texture Cache Architecture," in <I>Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware</I>, ACM, pp. 133-142, Aug. 1998. <br><a href="https://www.researchgate.net/profile/Matthew_Eldridge2/publication/2385856_Prefetching_in_a_Texture_Cache_Architecture/links/54ec9c720cf28f3e65345913/Prefetching-in-a-Texture-Cache-Architecture.pdf">https://www.researchgate.net/profile/Matthew_Eldridge2/publication/2385856_Prefetching_in_a_Texture_Cache_Architecture/links/54ec9c720cf28f3e65345913/Prefetching-in-a-Texture-Cache-Architecture.pdf</a>
<LI> Igehy, Homan, Matthew Eldridge, and Pat Hanrahan, "Parallel Texture Caching," in <I>Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware</I>, ACM, pp. 95-106, Aug. 1999. <br><a href="https://graphics.stanford.edu/projects/flashg/papers/parallel_texture/parallel_texture.pdf">https://graphics.stanford.edu/projects/flashg/papers/parallel_texture/parallel_texture.pdf</a>
<LI> Iglesias-Guitian, Jose A., Bochang Moon, Charalampos Koniaris, Eric Smolikowski, and Kenny Mitchell, "Pixel History Linear Models for Real-Time Temporal Filtering," <I>Computer Graphics Forum (Pacific Graphics 2016)</I>, vol. 35, no. 7, pp. 363-372, 2016. <br><a href="https://pdfs.semanticscholar.org/68cd/bf3e4fe768d115a9a638e58f6a52aa39e54a.pdf">https://pdfs.semanticscholar.org/68cd/bf3e4fe768d115a9a638e58f6a52aa39e54a.pdf</a>
<LI> Ikits, Milan, Joe Kniss, Aaron Lefohn, and Charles Hansen, "Volume Rendering Techniques," in Randima Fernando, ed., <I>GPU Gems</I>, Addison-Wesley, pp. 667-692, 2004. <br><a href="https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch39.html">https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch39.html</a>
<LI> Iourcha, Konstantine, and Jason C. Yang, "A Directionally Adaptive Edge Anti-Aliasing Filter," in <I>Proceedings of the Conference on High-Performance Graphics 2009</I>, ACM, pp. 127-133, Aug. 2009. <br><a href="https://pdfs.semanticscholar.org/7594/94062a5924d0cf269de83443e4ea8d4e547d.pdf">https://pdfs.semanticscholar.org/7594/94062a5924d0cf269de83443e4ea8d4e547d.pdf</a>
<LI> Isenberg, Tobias, Bert Freudenberg, Nick Halper, Stefan Schlechtweg, and Thomas Strothotte, "A Developer's Guide to Silhouette Algorithms for Polygonal Models," <I>IEEE Computer Graphics and Applications</I>, vol. 23, no. 4, pp. 28-37, July/Aug. 2003.
<LI> Isenberg, M., and P. Alliez, "Compressing Polygon Mesh Geometry with Parallelogram Prediction," in <I>Proceedings of the Conference on Visualization '02</I>, IEEE Computer Society, pp. 141-146, 2002. <br><a href="ftp://ftp-sop.inria.fr/geometrica/alliez/parallelogram.pdf">ftp://ftp-sop.inria.fr/geometrica/alliez/parallelogram.pdf</a>
<LI> Isensee, Pete, "C++ Optimization Strategies and Techniques," <I>Pete Isensee</I> website, 2007. <br><a href="http://www.tantalon.com/pete/cppopt/main.htm">http://www.tantalon.com/pete/cppopt/main.htm</a>
<LI> Isidoro, John, Alex Vlachos, and Chris Brennan, "Rendering Ocean Water," in Wolfgang Engel, ed., <I>Direct3D ShaderX: Vertex & Pixel Shader Tips and Techniques</I>, Wordware, pp. 347-356, May 2002. <br><a href="http://www.realtimerendering.com/resources/shaderx/">http://www.realtimerendering.com/resources/shaderx/</a>
<LI> Isidoro, John, "Next Generation Skin Rendering," <I>Game Tech Conference</I>, 2004. <br><a href="http://www.game-tech.com/Talks/SkinRendering.pdf">http://www.game-tech.com/Talks/SkinRendering.pdf</a>
<LI> Isidoro, John, "Shadow Mapping: GPU-Based Tips and Techniques," <I>Game Developers Conference</I>, Mar. 2006. <br><a href="http://developer.amd.com/wordpress/media/2012/10/Isidoro-ShadowMapping.pdf">http://developer.amd.com/wordpress/media/2012/10/Isidoro-ShadowMapping.pdf</a>
<LI> Iwanicki, Michał, "Normal Mapping with Low-Frequency Precomputed Visibility," in <I>SIGGRAPH 2009 Talks</I>, ACM, article no. 52, Aug. 2009. <br><a href="http://miciwan.com/SIGGRAPH2009/NormalMapping%20with%20Low-Frequency%20Precomputed%20Visibility.pdf">http://miciwan.com/SIGGRAPH2009/NormalMapping%20with%20Low-Frequency%20Precomputed%20Visibility.pdf</a>
<LI> Iwanicki, Michał, "Lighting Technology of <I>The Last of Us</I>," in <I>ACM SIGGRAPH 2013 Talks</I>, ACM, article no. 20, July 2013. <br><a href="http://miciwan.com/SIGGRAPH2013/Lighting%20Technology%20of%20The%20Last%20Of%20Us.pdf">http://miciwan.com/SIGGRAPH2013/Lighting%20Technology%20of%20The%20Last%20Of%20Us.pdf</a>
<LI> Iwanicki, Michał, and Angelo Pesce, "Approximate Models for Physically Based Rendering," <I>SIGGRAPH Physically Based Shading in Theory and Practice course</I>, Aug. 2015. <br><a href="http://blog.selfshadow.com/publications/s2015-shading-course/#course_content">http://blog.selfshadow.com/publications/s2015-shading-course/#course_content</a> <br><a href="http://c0de517e.blogspot.com/2016/07/siggraph-2015-notes-for-approximate.html">http://c0de517e.blogspot.com/2016/07/siggraph-2015-notes-for-approximate.html</a>
<LI> Iwanicki, Michał, and Peter-Pike Sloan, "Ambient Dice," <I>Eurographics Symposium on Rendering--Experimental Ideas & Implementations</I>, June 2017. <br><a href="http://miciwan.com/EGSR2017/AmbientDice.pdf">http://miciwan.com/EGSR2017/AmbientDice.pdf</a> <br><a href="http://www.ppsloan.org/publications/">http://www.ppsloan.org/publications/</a>
<LI> Iwanicki, Michał, and Peter-Pike Sloan, "Precomputed Lighting in <I>Call of Duty: Infinite Warfare</I>," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, Aug. 2017. <br><a href="http://advances.realtimerendering.com/s2017">http://advances.realtimerendering.com/s2017</a> <br><a href="https://research.activision.com/t5/Publications/Precomputed-lighting-in-Call-Of-Duty-Infinite-Warfare/ba-p/10346417">https://research.activision.com/t5/Publications/Precomputed-lighting-in-Call-Of-Duty-Infinite-Warfare/ba-p/10346417</a> <br><a href="http://www.ppsloan.org/publications/">http://www.ppsloan.org/publications/</a>
<LI> Jakob, Wenzel, Milos Hasan, Ling-Qi Yan, Jason Lawrence, Ravi Ramamoorthi, and Steve Marschner, "Discrete Stochastic Microfacet Models," <I>ACM Transactions on Graphics (SIGGRAPH 2014)</I>, vol. 33, no. 4, pp. 115:1-115:9, July 2014. <br><a href="http://www.cs.cornell.edu/projects/stochastic-sg14/">http://www.cs.cornell.edu/projects/stochastic-sg14/</a>
<LI> Jakob, Wenzel, Eugene d'Eon, Otto Jakob, and Steve Marschner, "A Comprehensive Framework for Rendering Layered Materials," <I>ACM Transactions on Graphics (SIGGRAPH 2014)</I>, vol. 33, no. 4, pp. 118:1-118:14, July 2014. <br><a href="http://www.cs.cornell.edu/projects/layered-sg14/">http://www.cs.cornell.edu/projects/layered-sg14/</a>
<LI> Jakob, Wenzel, "layerlab: A Computational Toolbox for Layered Materials," <I>SIGGRAPH Physically Based Shading in Theory and Practice course</I>, Aug. 2015. <br><a href="http://rgl.epfl.ch/publications/Jakob2015Layerlab">http://rgl.epfl.ch/publications/Jakob2015Layerlab</a>
<LI> James, Doug L., and Christopher D. Twigg, "Skinning Mesh Animations," <I>ACM Transactions on Graphics</I>, vol. 23, no. 3, pp. 399-407, Aug. 2004. <br><a href="http://graphics.cs.cmu.edu/projects/sma/">http://graphics.cs.cmu.edu/projects/sma/</a>
<LI> James, Greg, "Operations for Hardware Accelerated Procedural Texture Animation," in Mark DeLoura, ed., <I>Game Programming Gems 2</I>, Charles River Media, pp. 497-509, 2001.
<LI> James, Greg, and John O'Rorke, "Real-Time Glow," in Randima Fernando, ed., <I>GPU Gems</I>, Addison-Wesley, pp. 343-362, 2004. <br><a href="https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch21.html">https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch21.html</a>
<LI> Jansen, Jon, and Louis Bavoil, "Fast Rendering of Opacity-Mapped Particles Using DirectX 11 Tessellation and Mixed Resolutions," NVIDIA White Paper, Feb. 2011. <br><a href="http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/OpacityMappingSDKWhitePaper.pdf">http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/OpacityMappingSDKWhitePaper.pdf</a>
<LI> Jarosz, Wojciech, "Fast Image Convolutions," SIGGRAPH Workshop at University of Illinois at Urbana-Champaign, 2001. <br><a href="https://web.archive.org/web/20060718054020/http://www.acm.uiuc.edu/siggraph/workshops/wjarosz_convolution_2001.pdf">https://web.archive.org/web/20060718054020/http://www.acm.uiuc.edu/siggraph/workshops/wjarosz_convolution_2001.pdf</a>
<LI> Jarosz, Wojciech, <I>Efficient Monte Carlo Methods for Light Transport in Scattering Media</I>, PhD Thesis, University of California, San Diego, Sept. 2008. <br><a href="https://www.cs.dartmouth.edu/~wjarosz/publications/dissertation/">https://www.cs.dartmouth.edu/~wjarosz/publications/dissertation/</a>
<LI> Jarosz, Wojciech, Nathan A. Carr, and Henrik Wann Jensen, "Importance Sampling Spherical Harmonics," <I>Computer Graphics Forum</I>, vol. 28, no. 2, pp. 577-586, 2009. <br><a href="https://cs.dartmouth.edu/~wjarosz/publications/jarosz09importance-slides.pdf">https://cs.dartmouth.edu/~wjarosz/publications/jarosz09importance-slides.pdf</a>
<LI> Jendersie, Johannes, David Kuri, and Thorsten Grosch, "Precomputed Illuminance Composition for Real-Time Global Illumination," in <I>Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games</I>, ACM, pp. 129-137, 2016.
<LI> Jensen, Henrik Wann, Justin Legakis, and Julie Dorsey, "Rendering of Wet Materials," in <I>Rendering Techniques '99</I>, Springer, pp. 273-282, June 1999. <br><a href="http://graphics.stanford.edu/~henrik/papers/egwr99/">http://graphics.stanford.edu/~henrik/papers/egwr99/</a>
<LI> Jensen, Henrik Wann, <I>Realistic Image Synthesis Using Photon Mapping</I>, A K Peters, Ltd., 2001. <br><a href="http://graphics.stanford.edu/~henrik/papers/book">http://graphics.stanford.edu/~henrik/papers/book</a>
<LI> Jensen, Henrik Wann, Stephen R. Marschner, Marc Levoy, and Pat Hanrahan, "A Practical Model for Subsurface Light Transport," in <I>SIGGRAPH '01 Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM, pp. 511-518, Aug. 2001. <br><a href="https://people.eecs.berkeley.edu/~ravir/6998/papers/p511-jensen.pdf">https://people.eecs.berkeley.edu/~ravir/6998/papers/p511-jensen.pdf</a>
<LI> Jeschke, Stefan, Stephan Mantler, and Michael Wimmer, "Interactive Smooth and Curved Shell Mapping," in <I>Rendering Techniques</I>, Eurographics Association, pp. 351-360, June 2007. <br><a href="http://www.cg.tuwien.ac.at/research/publications/2007/JESCHKE-2007-ISC/">http://www.cg.tuwien.ac.at/research/publications/2007/JESCHKE-2007-ISC/</a>
<LI> Jiang, Yibing, "The Process of Creating Volumetric-Based Materials in <I>Uncharted 4</I>," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, July 2016. <br><a href="http://advances.realtimerendering.com/s2016/">http://advances.realtimerendering.com/s2016/</a>
<LI> Jiménez, J. J., F. R. Feito, and R. J. Segura, "Robust and Optimized Algorithms for the Point-in-Polygon Inclusion Test without Pre-processing," <I>Computer Graphics Forum</I>, vol. 28, no. 8, pp. 2264-2274, 2009.
<LI> Jiménez, J. J., David Whelan, Veronica Sundstedt, and Diego Gutierrez, "Real-Time Realistic Skin Translucency," <I>Computer Graphics and Applications</I>, vol. 30, no. 4, pp. 32-41, 2010. <br><a href="http://iryoku.com/translucency/downloads/Real-Time-Realistic-Skin-Translucency.pdf">http://iryoku.com/translucency/downloads/Real-Time-Realistic-Skin-Translucency.pdf</a>
<LI> Jimenez, Jorge, Belen Masia, Jose I. Echevarria, Fernando Navarro, and Diego Gutierrez, "Practical Morphological Antialiasing," in Wolfgang Engel, ed., <I>GPU Pro<sup>2</sup></I>, A K Peters/CRC Press, pp. 95-113, 2011. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.719.9043&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.719.9043&rep=rep1&type=pdf</a> <br><a href="https://smile.amazon.com/GPU-Pro-2-Wolfgang-Engel/dp/1568817185?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-2-Wolfgang-Engel/dp/1568817185</a>
<LI> Jimenez, Jorge, Diego Gutierrez, et al., <I>SIGGRAPH Filtering Approaches for Real-Time Anti-Aliasing course</I>, Aug. 2011. <br><a href="http://iryoku.com/aacourse/">http://iryoku.com/aacourse/</a> <br><a href="https://pdfs.semanticscholar.org/e0ca/a2e3229fbb482c80492fc0ecdbca408ce0a1.pdf">https://pdfs.semanticscholar.org/e0ca/a2e3229fbb482c80492fc0ecdbca408ce0a1.pdf</a>
<LI> Jimenez, Jorge, Jose I. Echevarria, Tiago Sousa, and Diego Gutierrez, "SMAA: Enhanced Subpixel Morphological Antialiasing," <I>Computer Graphics Forum</I>, vol. 31, no. 2, pp. 355-364, 2012. <br><a href="http://www.iryoku.com/smaa/downloads/SMAA-Enhanced-Subpixel-Morphological-Antialiasing.pdf">http://www.iryoku.com/smaa/downloads/SMAA-Enhanced-Subpixel-Morphological-Antialiasing.pdf</a> <br><a href="https://github.com/iryoku/smaa">https://github.com/iryoku/smaa</a> <br><a href="http://www.iryoku.com/smaa">http://www.iryoku.com/smaa</a>
<LI> Jimenez, Jorge, "Next Generation Character Rendering," <I>Game Developers Conference</I>, Mar. 2013. <br><a href="http://www.iryoku.com/stare-into-the-future">http://www.iryoku.com/stare-into-the-future</a> <br><a href="http://www.iryoku.com/downloads/Next-Generation-Character-Rendering-v6.pptx">http://www.iryoku.com/downloads/Next-Generation-Character-Rendering-v6.pptx</a>
<LI> Jimenez, Jorge, "Next Generation Post Processing in <I>Call of Duty Advanced Warfare</I>," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, Aug. 2014. <br><a href="http://advances.realtimerendering.com/s2014/sledgehammer/Next-Generation-Post-Processing-in-Call-of-Duty-Advanced-Warfare-v17.pptx">http://advances.realtimerendering.com/s2014/sledgehammer/Next-Generation-Post-Processing-in-Call-of-Duty-Advanced-Warfare-v17.pptx</a>
<LI> Jimenez, Jorge, Karoly Zsolnai, Adrian Jarabo, Christian Freude, Thomas Auzinger, Xian-Chun Wu, Javier von der Pahlen, Michael Wimmer, and Diego Gutierrez, "Separable Subsurface Scattering," <I>Computer Graphics Forum</I>, vol. 34, no. 6, pp. 188-197, 2015. <br><a href="http://www.iryoku.com/separable-sss/">http://www.iryoku.com/separable-sss/</a>
<LI> Jimenez, Jorge, "Filmic SMAA: Sharp Morphological and Temporal Antialiasing," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, July 2016. <br><a href="http://advances.realtimerendering.com/s2016/">http://advances.realtimerendering.com/s2016/</a>
<LI> Jimenez, Jorge, Xianchun Wu, Angelo Pesce, and Adrian Jarabo, "Practical Real-Time Strategies for Accurate Indirect Occlusion," <I>SIGGRAPH Physically Based Shading in Theory and Practice course</I>, July 2016. <br><a href="http://blog.selfshadow.com/publications/s2016-shading-course/">http://blog.selfshadow.com/publications/s2016-shading-course/</a>
<LI> Jimenez, Jorge, "Dynamic Temporal Antialiasing in <I>Call of Duty: Infinite Warfare</I>," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, Aug. 2017. <br><a href="http://advances.realtimerendering.com/s2017/">http://advances.realtimerendering.com/s2017/</a>
<LI> Jin, Shuangshuang, Robert R. Lewis, and David West, "A Comparison of Algorithms for Vertex Normal Computation," <I>The Visual Computer</I>, vol. 21, pp. 71-82, 2005. <br><a href="http://link.springer.com/article/10.1007/s00371-004-0271-1">http://link.springer.com/article/10.1007/s00371-004-0271-1</a>
<LI> Johansson, Mikael, "Efficient Stereoscopic Rendering of Building Information Models (BIM)," <I>Journal of Computer Graphics Techniques</I>, vol. 5, no. 3, pp. 1-17, 2016. <br><a href="http://jcgt.org/published/0003/04/07/">http://jcgt.org/published/0003/04/07/</a>
<LI> Johnson, G. S., J. Lee, C. A. Burns, and W. R. Mark, "The Irregular Z-Buffer: Hardware Acceleration for Irregular Data Structures," <I>ACM Transactions on Graphics</I>, vol. 24, no. 4, pp. 1462-1482, Oct. 2005. <br><a href="https://pdfs.semanticscholar.org/21eb/41b416406e05b203396b1ec1e285dd654852.pdf">https://pdfs.semanticscholar.org/21eb/41b416406e05b203396b1ec1e285dd654852.pdf</a>
<LI> Johnsson, Björn, Per Ganestam, Michael Doggett, and Tomas Akenine-Möller, "Power Efficiency for Software Algorithms Running on Graphics Processors," in <I>Proceedings of the Fourth ACM SIGGRAPH / Eurographics Conference on High-Performance Graphics</I>, Eurographics Association, pp. 67-75, June 2012. <br><a href="http://fileadmin.cs.lth.se/graphics/research/papers/2012/power/power.pdf">http://fileadmin.cs.lth.se/graphics/research/papers/2012/power/power.pdf</a>
<LI> Jones, James L., "Efficient Morph Target Animation Using OpenGL ES 3.0," in Wolfgang Engel, ed., <I>GPU Pro<sup>5</sup></I>, CRC Press, pp. 289-295, 2014. <br><a href="https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1482208636?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1482208636</a>
<LI> Jönsson, Daniel, Erik Sundén, Anders Ynnerman, and Timo Ropinski, "A Survey of Volumetric Illumination Techniques for Interactive Volume Rendering," <I>Computer Graphics Forum</I>, vol. 33, no. 1, pp. 27-51, 2014. <br><a href="http://scivis.itn.liu.se/publications/2014/JSYR14/volillum-survey.pdf">http://scivis.itn.liu.se/publications/2014/JSYR14/volillum-survey.pdf</a>
<LI> Joy, Kenneth I., <I>On-Line Geometric Modeling Notes</I>, <a href="http://graphics.idav.ucdavis.edu/education/CAGDNotes/homepage.html">http://graphics.idav.ucdavis.edu/education/CAGDNotes/homepage.html</a>, 1996.
<LI> Junkins, S., "The Compute Architecture of Intel Processor Graphics Gen9," Intel White Paper v1.0, Aug. 2015. <br><a href="https://software.intel.com/sites/default/files/managed/c5/9a/The-Compute-Architecture-of-Intel-Processor-Graphics-Gen9-v1d0.pdf">https://software.intel.com/sites/default/files/managed/c5/9a/The-Compute-Architecture-of-Intel-Processor-Graphics-Gen9-v1d0.pdf</a>
<LI> Kajiya, James T., "Anisotropic Reflection Models," <I>Computer Graphics (SIGGRAPH '85 Proceedings)</I>, vol. 19, no. 3, pp. 15-21, July 1985. <br><a href="http://www.cs.virginia.edu/~jdl/bib/appearance/analytic%20models/kajiya85.pdf">http://www.cs.virginia.edu/~jdl/bib/appearance/analytic%20models/kajiya85.pdf</a>
<LI> Kajiya, James T., "The Rendering Equation," <I>Computer Graphics (SIGGRAPH '86 Proceedings)</I>, vol. 20, no. 4, pp. 143-150, Aug. 1986. <br><a href="http://www.cs.brown.edu/courses/cs224/papers/kajiya.pdf">http://www.cs.brown.edu/courses/cs224/papers/kajiya.pdf</a>
<LI> Kajiya, James T., and Timothy L. Kay, "Rendering Fur with Three Dimensional Textures," <I>Computer Graphics (SIGGRAPH '89 Proceedings)</I>, vol. 17, no. 3, pp. 271-280, July 1989. <br><a href="http://slideplayer.com/slide/9195081/">http://slideplayer.com/slide/9195081/</a>
<LI> Kalnins, Robert D., Philip L. Davidson, Lee Markosian, and Adam Finkelstein, "Coherent Stylized Silhouettes," <I>ACM Transactions on Graphics (SIGGRAPH 2003)</I>, vol. 22, no. 3, pp. 856-861, 2003. <br><a href="http://www.heathershrewsbury.com/dreu2010/wp-content/uploads/2010/07/CoherentStylizedSilhouettes.pdf">http://www.heathershrewsbury.com/dreu2010/wp-content/uploads/2010/07/CoherentStylizedSilhouettes.pdf</a>
<LI> Kämpe, Viktor, <I>Fast, Memory-Efficient Construction of Voxelized Shadows</I>, PhD Thesis, Chalmers University of Technology, 2016. <br><a href="https://publications.lib.chalmers.se/publication/240766-sparse-voxel-dags">https://publications.lib.chalmers.se/publication/240766-sparse-voxel-dags</a> <br><a href="http://publications.lib.chalmers.se/records/fulltext/240766/240766.pdf">http://publications.lib.chalmers.se/records/fulltext/240766/240766.pdf</a>
<LI> Kämpe, Viktor, Erik Sintorn, Ola Olsson, and Ulf Assarsson, "Fast, Memory-Efficient Construction of Voxelized Shadows," <I>IEEE Transactions on Visualization and Computer Graphics</I>, vol. 22, no. 10, pp. 2239-2248, Oct. 2016. <br><a href="http://www.cse.chalmers.se/~d00sint/fastcpvs/fast_cpvs.pdf">http://www.cse.chalmers.se/~d00sint/fastcpvs/fast_cpvs.pdf</a>
<LI> Kaneko, Tomomichi, Toshiyuki Takahei, Masahiko Inami, Naoki Kawakami, Yasuyuki Yanagida, Taro Maeda, and Susumu Tachi, "Detailed Shape Representation with Parallax Mapping," <I>International Conference on Artificial Reality and Telexistence 2001</I>, Dec. 2001. <br><a href="https://web.archive.org/web/20040101000000*/http://vrsj.t.u-tokyo.ac.jp/ic-at/ICAT2003/papers/01205.pdf">https://web.archive.org/web/20040101000000*/http://vrsj.t.u-tokyo.ac.jp/ic-at/ICAT2003/papers/01205.pdf</a>
<LI> Kang, H., H. Jang, C.-S. Cho, and J. Han, "Multi-Resolution Terrain Rendering with GPU Tessellation," <I>The Visual Computer</I>, vol. 31, no. 4, pp. 455-469, 2015.
<LI> Kaplan, Matthew, Bruce Gooch, and Elaine Cohen, "Interactive Artistic Rendering," in <I>Proceedings of the 1st International Symposium on Non-photorealistic Animation and Rendering</I>, ACM, pp. 67-74, June 2000. <br><a href="http://web.cs.ucdavis.edu/~ma/SIGGRAPH02/course23/notes/papers/Kaplan2002.pdf">http://web.cs.ucdavis.edu/~ma/SIGGRAPH02/course23/notes/papers/Kaplan2002.pdf</a>
<LI> Kaplanyan, Anton, "Light Propagation Volumes in CryEngine 3," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, Aug. 2009. <br><a href="http://advances.realtimerendering.com/s2009/">http://advances.realtimerendering.com/s2009/</a>
<LI> Kaplanyan, Anton, and Carsten Dachsbacher, "Cascaded Light Propagation Volumes for Real-Time Indirect Illumination," in <I>Proceedings of the 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games</I>, ACM, pp. 99-107, Feb. 2010. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.233.104&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.233.104&rep=rep1&type=pdf</a>
<LI> Kaplanyan, Anton, "CryENGINE 3: Reaching the Speed of Light," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, July 2010. <br><a href="http://advances.realtimerendering.com/s2010/">http://advances.realtimerendering.com/s2010/</a>
<LI> Kaplanyan, Anton, Stephen Hill, Anjul Patney, and Aaron Lefohn, "Filtering Distributions of Normals for Shading Antialiasing," in <I>Proceedings of High-Performance Graphics</I>, Eurographics Association, pp. 151-162, June 2016. <br><a href="http://research.nvidia.com/publication/filtering-distributions-normals-shading-antialiasing">http://research.nvidia.com/publication/filtering-distributions-normals-shading-antialiasing</a>
<LI> Kapoulkine, Arseny, "Optimal Grid Rendering Is Not Optimal," <I>Bits, pixels, cycles and more</I> blog, July 31, 2017. <br><a href="http://zeuxcg.org/2017/07/31/optimal-grid-rendering-is-not-optimal/">http://zeuxcg.org/2017/07/31/optimal-grid-rendering-is-not-optimal/</a>
<LI> Karabassi, Evaggelia-Aggeliki, Georgios Papaioannou, and Theoharis Theoharis, "A Fast Depth-Buffer-Based Voxelization Algorithm," <I>journal of graphics tools</I>, vol. 4, no. 4, pp. 5-10, 1999. <br><a href="https://www.researchgate.net/profile/Georgios_Papaioannou2/publication/215506131_A_Fast_Depth-Buffer-Based_Voxelization_Algorithm/links/02bfe50d0d26578f99000000.pdf">https://www.researchgate.net/profile/Georgios_Papaioannou2/publication/215506131_A_Fast_Depth-Buffer-Based_Voxelization_Algorithm/links/02bfe50d0d26578f99000000.pdf</a>
<LI> Karis, Brian, "Tiled Light Culling," <I>Graphic Rants</I> blog, Apr. 9, 2012. <br><a href="http://graphicrants.blogspot.com/2012/04/tiled-light-culling.html">http://graphicrants.blogspot.com/2012/04/tiled-light-culling.html</a>
<LI> Karis, Brian, "Real Shading in Unreal Engine 4," <I>SIGGRAPH Physically Based Shading in Theory and Practice course</I>, July 2013. <br><a href="http://blog.selfshadow.com/publications/s2013-shading-course/">http://blog.selfshadow.com/publications/s2013-shading-course/</a>
<LI> Karis, Brian, "High Quality Temporal Supersampling," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, Aug. 2014. <br><a href="http://advances.realtimerendering.com/s2014/#_HIGH-QUALITY_TEMPORAL_SUPERSAMPLING">http://advances.realtimerendering.com/s2014/#_HIGH-QUALITY_TEMPORAL_SUPERSAMPLING</a>
<LI> Karis, Brian, "Physically Based Hair Shading in Unreal," <I>SIGGRAPH Physically Based Shading in Theory and Practice course</I>, July 2016. <br><a href="http://blog.selfshadow.com/publications/s2016-shading-course/#course_content">http://blog.selfshadow.com/publications/s2016-shading-course/#course_content</a>
<LI> Kass, Michael, Aaron Lefohn, and John Owens, "Interactive Depth of Field Using Simulated Diffusion on a GPU," Technical memo, Pixar Animation Studios, 2006. <br><a href="http://graphics.pixar.com/library/DepthOfField/paper.pdf">http://graphics.pixar.com/library/DepthOfField/paper.pdf</a>
<LI> Kasyan, Nikolas, "Playing with Real-Time Shadows," <I>SIGGRAPH Efficient Real-Time Shadows course</I>, July 2013. <br><a href="http://www.realtimeshadows.com/sites/default/files/Playing%20with%20Real-Time%20Shadows_0.pdf">http://www.realtimeshadows.com/sites/default/files/Playing%20with%20Real-Time%20Shadows_0.pdf</a>
<LI> Kautz, Jan, Wolfgang Heidrich, and Katja Daubert, "Bump Map Shadows for OpenGL Rendering," Technical Report MPI-I-2000-4-001, Max-Planck-Institut für Informatik, Saarbrücken, Germany, Feb. 2000. <br><a href="https://scholar.google.com/scholar?hl=en&as_sdt=0%2C22&q=Bump+Map+Shadows+for+OpenGL+Rendering&btnG=">https://scholar.google.com/scholar?hl=en&as_sdt=0%2C22&q=Bump+Map+Shadows+for+OpenGL+Rendering&btnG=</a>
<LI> Kautz, Jan, and M. D. McCool, "Approximation of Glossy Reflection with Prefiltered Environment Maps," in <I>Graphics Interface 2000</I>, Canadian Human-Computer Communications Society, pp. 119-126, May 2000. <br><a href="http://www.mpi-sb.mpg.de/~jnkautz/publications">http://www.mpi-sb.mpg.de/~jnkautz/publications</a>
<LI> Kautz, Jan, P.-P. Vázquez, W. Heidrich, and H.-P. Seidel, "A Unified Approach to Prefiltered Environment Maps," in <I>Rendering Techniques 2000</I>, Springer, pp. 185-196, June 2000. <br><a href="http://www.mpi-sb.mpg.de/~jnkautz/publications">http://www.mpi-sb.mpg.de/~jnkautz/publications</a>
<LI> Kautz, Jan, Peter-Pike Sloan, and John Snyder, "Fast, Arbitrary BRDF Shading for Low-Frequency Lighting Using Spherical Harmonics," in <I>Proceedings of the 13th Eurographics Workshop on Rendering</I>, Eurographics Association, pp. 291-296, June 2002. <br><a href="http://www.cs.ucl.ac.uk/staff/j.kautz/publications/">http://www.cs.ucl.ac.uk/staff/j.kautz/publications/</a> <br><a href="http://www.ppsloan.org/publications/">http://www.ppsloan.org/publications/</a>
<LI> Kautz, Jan, Jaakko Lehtinen, and Peter-Pike Sloan, <I>SIGGRAPH Precomputed Radiance Transfer: Theory and Practice course</I>, Aug. 2005. <br><a href="http://www.cs.ucl.ac.uk/staff/j.kautz/PRTCourse/">http://www.cs.ucl.ac.uk/staff/j.kautz/PRTCourse/</a> <br><a href="http://www.ppsloan.org/publications/">http://www.ppsloan.org/publications/</a>
<LI> Kautz, Jan, "SH Light Representations," <I>SIGGRAPH Precomputed Radiance Transfer: Theory and Practice course</I>, Aug. 2005. <br><a href="http://www.cs.ucl.ac.uk/staff/j.kautz/PRTCourse/">http://www.cs.ucl.ac.uk/staff/j.kautz/PRTCourse/</a> <br><a href="http://www.ppsloan.org/publications/">http://www.ppsloan.org/publications/</a>
<LI> Kavan, Ladislav, Steven Collins, Jirí Zára, and Carol O'Sullivan, "Skinning with Dual Quaternions," in <I>Proceedings of the 2007 Symposium on Interactive 3D Graphics and Games</I>, ACM, pp. 39-46, Apr.-May 2007. <br><a href="http://dcgi.felk.cvut.cz/home/zara/papers/KavanEtAll-I3D07a.pdf">http://dcgi.felk.cvut.cz/home/zara/papers/KavanEtAll-I3D07a.pdf</a>
<LI> Kavan, Ladislav, Steven Collins, Jirí Zára, and Carol O'Sullivan, "Geometric Skinning with Approximate Dual Quaternion Blending," <I>ACM Transactions on Graphics</I>, vol. 27, no. 4, pp. 105:1-105:23, 2008. <br><a href="http://isg.cs.tcd.ie/cosulliv/Pubs/sdq-tog08.pdf">http://isg.cs.tcd.ie/cosulliv/Pubs/sdq-tog08.pdf</a>
<LI> Kavan, Ladislav, Simon Dobbyn, Steven Collins, Jirí Zára, and Carol O'Sullivan, "Polypostors: 2D Polygonal Impostors for 3D Crowds," in <I>Proceedings of the 2008 Symposium on Interactive 3D Graphics and Games</I>, ACM, pp. 149-156, 2008. <br><a href="http://dcgi.felk.cvut.cz/home/zara/papers/KavanEtAll-I3D08.pdf">http://dcgi.felk.cvut.cz/home/zara/papers/KavanEtAll-I3D08.pdf</a>
<LI> Kavan, Ladislav, Adam W. Bargteil, and Peter-Pike Sloan, "Least Squares Vertex Baking," <I>Computer Graphics Forum</I>, vol. 30, no. 4, pp. 1319-1326, 2011. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.474.6132&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.474.6132&rep=rep1&type=pdf</a> <br><a href="http://www.ppsloan.org/publications/">http://www.ppsloan.org/publications/</a>
<LI> Kay, L., "SceneJS: A WebGL-Based Scene Graph Engine," in Patrick Cozzi & Christophe Riccio, eds., <I>OpenGL Insights</I>, CRC Press, pp. 571-582, 2012. <br><a href="http://scenejs.org/">http://scenejs.org/</a> <br><a href="https://github.com/OpenGLInsights">https://github.com/OpenGLInsights</a> <br><a href="https://smile.amazon.com/OpenGL-Insights-Patrick-Cozzi/dp/1439893764?tag=realtimerenderin">https://smile.amazon.com/OpenGL-Insights-Patrick-Cozzi/dp/1439893764</a>
<LI> Kay, T. L., and J. T. Kajiya, "Ray Tracing Complex Scenes," <I>Computer Graphics (SIGGRAPH '86 Proceedings)</I>, vol. 20, no. 4, pp. 269-278, Aug. 1986. <br><a href="http://papers.cumincad.org/data/works/att/67d2.content.pdf">http://papers.cumincad.org/data/works/att/67d2.content.pdf</a>
<LI> Kelemen, Csaba, and Lázló Szirmay-Kalos, "A Microfacet Based Coupled Specular-Matte BRDF Model with Importance Sampling," in <I>Eurographics 2001--Short Presentations</I>, Eurographics Association, pp. 25-34, Sept. 2001. <br><a href="http://www.hungrycat.hu/microfacet.pdf">http://www.hungrycat.hu/microfacet.pdf</a>
<LI> Keller, Alexander, "Instant Radiosity," in <I>SIGGRAPH '97: Proceedings of the 24th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM Press/Addison-Wesley Publishing Co., pp. 49-56, Aug. 1997. <br><a href="http://graphics.uni-ulm.de/">http://graphics.uni-ulm.de/</a>
<LI> Keller, Alexander, and Wolfgang Heidrich, "Interleaved Sampling," <I>Rendering Techniques 2001</I>, Springer, pp. 269-276, 2001. <br><a href="https://kluedo.ub.uni-kl.de/frontdoor/deliver/index/docId/4966/file/Keller_Interleaved%20sampling.pdf">https://kluedo.ub.uni-kl.de/frontdoor/deliver/index/docId/4966/file/Keller_Interleaved%20sampling.pdf</a>
<LI> Kemen, B., "Logarithmic Depth Buffer Optimizations & Fixes," <I>Outerra</I> blog, July 18, 2013. <br><a href="http://outerra.blogspot.com/2013/07/logarithmic-depth-buffer-optimizations.html">http://outerra.blogspot.com/2013/07/logarithmic-depth-buffer-optimizations.html</a>
<LI> Kensler, Andrew, and Peter Shirley, "Optimizing Ray-Triangle Intersection via Automated Search," in <I>2006 IEEE Symposium on Interactive Ray Tracing</I>, IEEE Computer Society, pp. 33-38, 2006. <br><a href="http://www.cs.utah.edu/~aek/research/triangle.pdf">http://www.cs.utah.edu/~aek/research/triangle.pdf</a>
<LI> Kent, James R., Wayne E. Carlson, and Richard E. Parent, "Shape Transformation for Polyhedral Objects," <I>Computer Graphics (SIGGRAPH '92 Proceedings)</I>, vol. 26, no. 2, pp. 47-54, 1992. <br><a href="http://www.cs.uoi.gr/~fudos/morphing/structural-morphing.pdf">http://www.cs.uoi.gr/~fudos/morphing/structural-morphing.pdf</a>
<LI> Kershaw, Kathleen, <I>A Generalized Texture-Mapping Pipeline</I>, MSc thesis, Program of Computer Graphics, Cornell University, Ithaca, New York, 1992.
<LI> Kessenich, John, Graham Sellers, and Dave Shreiner, <I>OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V</I>, Ninth Edition, Addison-Wesley, 2016. <br><a href="https://smile.amazon.com/OpenGL-Programming-Guide-Official-Learning/dp/0134495497?tag=realtimerenderin">https://smile.amazon.com/OpenGL-Programming-Guide-Official-Learning/dp/0134495497</a>
<LI> Kettlewell, Richard, "Rendering in Codemasters' GRID2 and beyond," <I>Game Developers Conference</I>, Mar. 2014. <br><a href="http://twvideo01.ubm-us.net/o1/vault/GDC2014/Presentations/Kettlewell_Richard_Rendering_in_Codemasters.pdf">http://twvideo01.ubm-us.net/o1/vault/GDC2014/Presentations/Kettlewell_Richard_Rendering_in_Codemasters.pdf</a>
<LI> Kharlamov, Alexander, Iain Cantlay, and Yury Stepanenko, "Next-Generation SpeedTree Rendering," in Hubert Nguyen, ed., <I>GPU Gems 3</I>, Addison-Wesley, pp. 69-92, 2007. <br><a href="https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch04.html">https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch04.html</a>
<LI> Kihl, Robert, "Destruction Masking in Frostbite 2 Using Volume Distance Fields," <I>SIGGRAPH Advances in Real-Time Rendering in Games course</I>, July 2010. <br><a href="http://advances.realtimerendering.com/s2010">http://advances.realtimerendering.com/s2010</a> <br><a href="http://advances.realtimerendering.com/s2010/Kihl-Destruction%20in%20Frostbite(SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course).pptx">http://advances.realtimerendering.com/s2010/Kihl-Destruction%20in%20Frostbite(SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course).pptx</a> <br><a href="http://advances.realtimerendering.com/s2010/Kihl-Destruction%20in%20Frostbite(SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course).pdf">http://advances.realtimerendering.com/s2010/Kihl-Destruction%20in%20Frostbite(SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course).pdf</a>
<LI> Kilgard, Mark J., "Realizing OpenGL: Two Implementations of One Architecture," in <I>Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware</I>, ACM, pp. 45-55, Aug. 1997. <br><a href="https://www.researchgate.net/profile/Mark_Kligard/publication/234798760_Realizing_OpenGL_two_implementations_of_one_architecture/links/59d6bb16aca27213df9e852c/Realizing-OpenGL-two-implementations-of-one-architecture.pdf">https://www.researchgate.net/profile/Mark_Kligard/publication/234798760_Realizing_OpenGL_two_implementations_of_one_architecture/links/59d6bb16aca27213df9e852c/Realizing-OpenGL-two-implementations-of-one-architecture.pdf</a>
<LI> Kilgard, Mark J., "Creating Reflections and Shadows Using Stencil Buffers," <I>Game Developers Conference</I>, Mar. 1999. <br><a href="http://developer.nvidia.com">http://developer.nvidia.com</a>
<LI> Kilgard, Mark J., "A Practical and Robust Bump-Mapping Technique for Today's GPUs," <I>Game Developers Conference</I>, Mar. 2000. <br><a href="http://developer.nvidia.com">http://developer.nvidia.com</a>
<LI> Kim, Pope, and Daniel Barrero, "Rendering Tech of Space Marine," <I>Korea Game Conference</I>, Nov. 2011. <br><a href="https://www.slideshare.net/blindrenderer/rendering-tech-of-space-marinekgc-2011">https://www.slideshare.net/blindrenderer/rendering-tech-of-space-marinekgc-2011</a>
<LI> Kim, Pope, "Screen Space Decals in <I>Warhammer 40,000: Space Marine</I>," in <I>ACM SIGGRAPH 2012 Talks</I>, article no. 6, Aug. 2012. <br><a href="https://www.slideshare.net/blindrenderer/screen-space-decals-in-warhammer-40000-space-marine-14699854">https://www.slideshare.net/blindrenderer/screen-space-decals-in-warhammer-40000-space-marine-14699854</a>
<LI> Kim, Tae-Yong, and Ulrich Neumann, "Opacity Shadow Maps," in <I>Rendering Techniques 2001</I>, Springer, pp. 177-182, 2001. <br><a href="http://game-tech.com/Reading/EGRW_KIM2001H.pdf">http://game-tech.com/Reading/EGRW_KIM2001H.pdf</a>
<LI> King, Gary, and William Newhall, "Efficient Omnidirectional Shadow Maps," in Wolfgang Engel, ed., <I>ShaderX<sup>3</sup></I>, Charles River Media, pp. 435-448, 2004.
<LI> King, Gary, "Shadow Mapping Algorithms," GPU Jackpot presentation, Oct. 2004. <br><a href="http://www.egoengine.com/Trash/Shadow_Mapping.pdf">http://www.egoengine.com/Trash/Shadow_Mapping.pdf</a>
<LI> King, Gary, "Real-Time Computation of Dynamic Irradiance Environment Maps," in Matt Pharr, ed., <I>GPU Gems 2</I>, Addison-Wesley, pp. 167-176, 2005. <br><a href="https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter10.html">https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter10.html</a>
<LI> King, Yossarian, "Never Let 'Em See You Pop--Issues in Geometric Level of Detail Selection," in Mark DeLoura, ed., <I>Game Programming Gems</I>, Charles River Media, pp. 432-438, 2000.
<LI> King, Yossarian, "2D Lens Flare," in Mark DeLoura, ed., <I>Game Programming Gems</I>, Charles River Media, pp. 515-518, 2000.
<LI> Kircher, Scott, "Lighting & Simplifying <I>Saints Row: The Third</I>," <I>Game Developers Conference</I>, Mar. 2012. <br><a href="http://www.dsvolition.com/gdc/downloads/GDC2012_ScottKircher_LightingAndSimplifying.zip">http://www.dsvolition.com/gdc/downloads/GDC2012_ScottKircher_LightingAndSimplifying.zip</a>
<LI> Kirk, David B., and Douglas Voorhies, "The Rendering Architecture of the DN10000VS," <I>Computer Graphics (SIGGRAPH '90 Proceedings)</I>, vol. 24, no. 4, pp. 299-307, Aug. 1990. <br><a href="https://www.researchgate.net/profile/David_Kirk7/publication/220720249_The_rendering_architecture_of_the_DN10000VS/links/00b4952b8855d039e6000000/The-rendering-architecture-of-the-DN10000VS.pdf">https://www.researchgate.net/profile/David_Kirk7/publication/220720249_The_rendering_architecture_of_the_DN10000VS/links/00b4952b8855d039e6000000/The-rendering-architecture-of-the-DN10000VS.pdf</a>
<LI> Kirk, David, ed., <I>Graphics Gems III</I>, Academic Press, 1992. <br><a href="http://www.graphicsgems.org">http://www.graphicsgems.org</a> <br><a href="https://smile.amazon.com/Graphics-Gems-3-IBM-Version/dp/0124096735?tag=realtimerenderin">https://smile.amazon.com/Graphics-Gems-3-IBM-Version/dp/0124096735</a>
<LI> Kirk, David B., and Wen-mei W. Hwu, <I>Programming Massively Parallel Processors: A Hands-on Approach</I>, Third Edition, Morgan Kaufmann, 2016. <br><a href="https://smile.amazon.com/Programming-Massively-Parallel-Processors-Hands/dp/0128119861?tag=realtimerenderin">https://smile.amazon.com/Programming-Massively-Parallel-Processors-Hands/dp/0128119861</a>
<LI> Klehm, Oliver, Tobias Ritschel, Elmar Eisemann, and Hans-Peter Seidel, "Bent Normals and Cones in Screen Space," in <I>Vision, Modeling, and Visualization</I>, Eurographics Association, pp. 177-182, 2011. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.230.6374&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.230.6374&rep=rep1&type=pdf</a>
<LI> Klein, Allison W., Wilmot Li, Michael M. Kazhdan, Wagner T. Corrêa, Adam Finkelstein, and Thomas A. Funkhouser, "Non-Photorealistic Virtual Environments," in <I>SIGGRAPH '00: Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM Press/Addison-Wesley Publishing Co., pp. 527-534, July 2000. <br><a href="http://maverick.inria.fr/Members/Cyril.Soler/DEA/NonPhotoRealisticRendering/Papers/p527-klein.pdf">http://maverick.inria.fr/Members/Cyril.Soler/DEA/NonPhotoRealisticRendering/Papers/p527-klein.pdf</a>
<LI> Klein, R., G. Liebich, and W. Strasser, "Mesh Reduction with Error Control," in <I>Proceedings of the 7th Conference on Visualization '96</I>, IEEE Computer Society, pp. 311-318, 1996. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.44.9827&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.44.9827&rep=rep1&type=pdf</a>
<LI> Kleinhuis, Christian, "Morph Target Animation Using DirectX," in Wolfgang Engel, ed., <I>ShaderX<sup>4</sup></I>, Charles River Media, pp. 39-45, 2005.
<LI> Klint, Josh, "Vegetation Management in Leadwerks Game Engine 4," in Eric Lengyel, ed., <I>Game Engine Gems 3</I>, CRC Press, pp. 53-71, 2016. <br><a href="http://gameenginegems.com/geg3.php">http://gameenginegems.com/geg3.php</a> <br><a href="https://smile.amazon.com/Game-Engine-Gems-Eric-Lengyel/dp/1498755658?tag=realtimerenderin">https://smile.amazon.com/Game-Engine-Gems-Eric-Lengyel/dp/1498755658</a>
<LI> Kloetzli, J., "D3D11 Software Tessellation," <I>Game Developers Conference</I>, Mar. 2013. <br><a href="http://twvideo01.ubm-us.net/o1/vault/GDC2014/Presentations/Kloetzli_John_Advanced_Visual_Effects.pdf">http://twvideo01.ubm-us.net/o1/vault/GDC2014/Presentations/Kloetzli_John_Advanced_Visual_Effects.pdf</a>
<LI> Klosowski, J. T., M. Held, J. S. B. Mitchell, H. Sowizral, and K. Zikan, "Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs," <I>IEEE Transactions on Visualization and Computer Graphics</I>, vol. 4, no. 1, pp. 21-36, 1998. <br><a href="ftp://crack.seismo.unr.edu/downloads/russell/trees/klosowski_1998_efficient_collision_k-DOPs.PDF">ftp://crack.seismo.unr.edu/downloads/russell/trees/klosowski_1998_efficient_collision_k-DOPs.PDF</a>
<LI> Knight, Balor, Matthew Ritchie, and George Parrish, "Screen-Space Classification for Efficient Deferred Shading," Eric Lengyel, ed., <I>Game Engine Gems 2</I>, A K Peters, Ltd., pp. 55-73, 2011. <br><a href="http://gameenginegems.com/geg2.php">http://gameenginegems.com/geg2.php</a> <br><a href="https://smile.amazon.com/Game-Engine-Gems-Eric-Lengyel/dp/1568814372?tag=realtimerenderin">https://smile.amazon.com/Game-Engine-Gems-Eric-Lengyel/dp/1568814372</a>
<LI> Kniss, Joe, G. Kindlmann, and C. Hansen, "Multi-Dimensional Transfer Functions for Interactive Volume Rendering," <I>IEEE Transactions on Visualization and Computer Graphics</I>, vol. 8, no. 3, pp. 270-285, 2002. <br><a href="https://www.researchgate.net/profile/Gordon_Kindlmann/publication/3410968_Multidimensional_Transfer_Functions_for_Volume_Rendering/links/540fe6420cf2d8daaad0afa0.pdf">https://www.researchgate.net/profile/Gordon_Kindlmann/publication/3410968_Multidimensional_Transfer_Functions_for_Volume_Rendering/links/540fe6420cf2d8daaad0afa0.pdf</a>
<LI> Kniss, Joe, S. Premoze, C.Hansen, P. Shirley, and A. McPherson, "A Model for Volume Lighting and Modeling," <I>IEEE Transactions on Visualization and Computer Graphics</I>, vol. 9, no. 2, pp. 150-162, 2003. <br><a href="https://pdfs.semanticscholar.org/8af9/ce5b3211f89b6ecc4f9d1ba42f060b25e138.pdf">https://pdfs.semanticscholar.org/8af9/ce5b3211f89b6ecc4f9d1ba42f060b25e138.pdf</a>
<LI> Knowles, Pyarelal, Geoff Leach, and Fabio Zambetta, "Efficient Layered Fragment Buffer Techniques," in Patrick Cozzi & Christophe Riccio, eds., <I>OpenGL Insights</I>, CRC Press, pp. 279-292, 2012. <br><a href="https://github.com/OpenGLInsights">https://github.com/OpenGLInsights</a> <br><a href="https://smile.amazon.com/OpenGL-Insights-Patrick-Cozzi/dp/1439893764?tag=realtimerenderin">https://smile.amazon.com/OpenGL-Insights-Patrick-Cozzi/dp/1439893764</a>
<LI> Kobbelt, Leif, "sqrt(3)-Subdivision," in <I>SIGGRAPH '00: Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques</I>, ACM Press/Addison-Wesley Publishing Co., pp. 103-112, July 2000. <br><a href="https://people.eecs.berkeley.edu/~sequin/CS284/PAPERS/Kobbelt_root3.pdf">https://people.eecs.berkeley.edu/~sequin/CS284/PAPERS/Kobbelt_root3.pdf</a>
<LI> Kobbelt, Leif, and Mario Botsch, "A Survey of Point-Based Techniques in Computer Graphics," <I>Computers & Graphics</I>, vol. 28, no. 6, pp. 801-814, Dec. 2004. <br><a href="https://pdfs.semanticscholar.org/1dd4/d072dfbd3225e5fb7a36f9c093ff9d6915f8.pdf">https://pdfs.semanticscholar.org/1dd4/d072dfbd3225e5fb7a36f9c093ff9d6915f8.pdf</a>
<LI> Kochanek, Doris H. U., and Richard H. Bartels, "Interpolating Splines with Local Tension, Continuity, and Bias Control," <I>Computer Graphics (SIGGRAPH '84 Proceedings)</I>, vol. 18, no. 3, pp. 33-41, July 1984. <br><a href="http://apc.dcti.iscte.pt/praticas/p33-kochanek.pdf">http://apc.dcti.iscte.pt/praticas/p33-kochanek.pdf</a>
<LI> Koenderink, Jan J., Andrea J. van Doorn, and Marigo Stavridi, "Bidirectional Reflection Distribution Function Expressed in Terms of Surface Scattering Modes," <I>Proceedings of ECCV 2001</I>, vol. 2, pp. 28-39, 1996.
<LI> Koenderink, Jan J., and Sylvia Pont, "The Secret of Velvety Skin," <I>Journal of Machine Vision and Applications</I>, vol. 14, no. 4, pp. 260-268, 2002. <br><a href="https://www.researchgate.net/profile/Sylvia_Pont/publication/220464849_The_secret_of_velvety_skin/links/0fcfd5118ca06849db000000.pdf">https://www.researchgate.net/profile/Sylvia_Pont/publication/220464849_The_secret_of_velvety_skin/links/0fcfd5118ca06849db000000.pdf</a>
<LI> Köhler, Johan, "Practical Order Independent Transparency," Technical Report ATVI-TR-16-02, Activision Research, 2016. <br><a href="https://research.activision.com/eikmo72643/attachments/eikmo72643/tech-reports/19/6/PracticalOIT.pdf">https://research.activision.com/eikmo72643/attachments/eikmo72643/tech-reports/19/6/PracticalOIT.pdf</a>
<LI> Kojima, Hideo, Hideki Sasaki, Masayuki Suzuki, and Junji Tago, "Photorealism Through the Eyes of a FOX: The Core of <I>Metal Gear Solid Ground Zeroes</I>," <I>Game Developers Conference</I>, Mar. 2013. <br><a href="http://www.gdcvault.com/play/1018086/Photorealism-Through-the-Eyes-of">http://www.gdcvault.com/play/1018086/Photorealism-Through-the-Eyes-of</a>
<LI> Kolchin, Konstantin, "Curvature-Based Shading of Translucent Materials, such as Human Skin," in <I>Proceedings of the 5th International Conference on Computer Graphics and Interactive Techniques in Australia and Southeast Asia</I>, ACM, pp. 239-242, Dec. 2007. <br><a href="https://www.researchgate.net/profile/Konstantin_Kolchin/publication/220978963_Curvature-based_shading_of_translucent_materials_such_as_human_skin/links/00b7d5213298fd77a8000000.pdf">https://www.researchgate.net/profile/Konstantin_Kolchin/publication/220978963_Curvature-based_shading_of_translucent_materials_such_as_human_skin/links/00b7d5213298fd77a8000000.pdf</a>
<LI> Koltun, Vladlen, Yiorgos Chrysanthou, and Daniel Cohen-Or, "Hardware-Accelerated From-Region Visibility Using a Dual Ray Space," in <I>Rendering Techniques 2001</I>, Springer, pp. 204-214, June 2001. <br><a href="http://www.cs.upc.edu/~achica/teaching/Master/Visibility/session3/KoltunDualRay01.pdf">http://www.cs.upc.edu/~achica/teaching/Master/Visibility/session3/KoltunDualRay01.pdf</a>
<LI> Kontkanen, Janne, and Samuli Laine, "Ambient Occlusion Fields," in Wolfgang Engel, ed., <I>ShaderX<sup>4</sup></I>, Charles River Media, pp. 101-108, 2005.
<LI> Kontkanen, Janne, and Samuli Laine, "Ambient Occlusion Fields," in <I>Proceedings of the 2005 Symposium on Interactive 3D Graphics and Games</I>, ACM, pp. 41-48, Apr. 2005. <br><a href="http://artis.inrialpes.fr/Membres/Olivier.Hoel/ssao/aofields.pdf">http://artis.inrialpes.fr/Membres/Olivier.Hoel/ssao/aofields.pdf</a>
<LI> Kontkanen, Janne, and Samuli Laine, "Sampling Precomputed Volumetric Lighting," <I>journal of graphics tools</I>, vol. 11, no. 3, pp. 1-16, 2006. <br><a href="https://pdfs.semanticscholar.org/33e3/ad4ca25b09891ef150c78b2fb21223a55242.pdf">https://pdfs.semanticscholar.org/33e3/ad4ca25b09891ef150c78b2fb21223a55242.pdf</a> <br><a href="https://www.tandfonline.com/doi/abs/10.1080/2151237X.2006.10129225">https://www.tandfonline.com/doi/abs/10.1080/2151237X.2006.10129225</a>
<LI> Koonce, Rusty, "Deferred Shading in <I>Tabula Rasa</I>," in Hubert Nguyen, ed., <I>GPU Gems 3</I>, Addison-Wesley, pp. 429-457, 2007. <br><a href="https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch19.html">https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch19.html</a>
<LI> Kopta, Daniel, Thiago Ize, Josef Spjut, Erik Brunvand, Al Davis, and Andrew Kensler, "Fast, Effective BVH Updates for Animated Scenes," <I>Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games</I>, pp. 197-204, 2012. <br><a href="http://www.sci.utah.edu/publications/Kop2012a/Kopta_I3D2012.pdf">http://www.sci.utah.edu/publications/Kop2012a/Kopta_I3D2012.pdf</a>
<LI> Kopta, D., K. Shkurko, J. Spjut, E. Brunvand, and A. Davis, "An Energy and Bandwidth Efficient Ray Tracing Architecture," <I>Proceedings of the 5th High-Performance Graphics Conference</I>, ACM, pp. 121-128, July 2013. <br><a href="https://www.cs.utah.edu/~dkopta/papers/hwrt_hpg13.pdf">https://www.cs.utah.edu/~dkopta/papers/hwrt_hpg13.pdf</a>
<LI> Kotfis, Dave, and Patrick Cozzi, "Octree Mapping from a Depth Camera," in Wolfgang Engel, ed., <I>GPU Pro<sup>7</sup></I>, CRC Press, pp. 257-273, 2016. <br><a href="https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/149874253X?tag=realtimerenderin">https://smile.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/149874253X</a>
<LI> Kovacs, D., J. Mitchell, S. Drone, and D. Zorin, "Real-Time Creased Approximate Subdivision Surfaces with Displacements," <I>IEEE Transactions on Visualization and Computer Graphics</I>, vol. 16, no. 5, pp. 742-751, 2010.
<LI> Kovalèík, Vít, and Jirí Sochor, "Occlusion Culling with Statistically Optimized Occlusion Queries," <I>International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision (WSCG)</I>, Jan.-Feb. 2005. <br><a href="http://wscg.zcu.cz/wscg2005/wscg_program.htm">http://wscg.zcu.cz/wscg2005/wscg_program.htm</a>
<LI> Krajcevski, P., Adam Lake, and D. Manocha, "FasTC: Accelerated Fixed-Rate Texture Encoding," in <I>Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games</I>, ACM, pp. 137-144, Mar. 2013. <br><a href="http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.674.2365&rep=rep1&type=pdf">http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.674.2365&rep=rep1&type=pdf</a>
<LI> Krajcevski, P., and D. Manocha, "Fast PVRTC Compression Using Intensity Dilation," <I>Journal of Computer Graphics Techniques</I>, vol. 3, no. 4, pp. 132-145, 2014. <br><a href="http://jcgt.org/published/0003/04/07/">http://jcgt.org/published/0003/04/07/</a>