Rendering fur with three dimensional textures
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Communications of the ACM
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique
IEEE Computer Graphics and Applications
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Light scattering from human hair fibers
ACM SIGGRAPH 2003 Papers
Improving Occlusion Query Efficiency with Occupancy Maps
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Real-time Volume Graphics
Fast Scene Voxelization and Applications
ACM SIGGRAPH 2006 Sketches
A self-shadow algorithm for dynamic hair using density clustering
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
A Survey on Hair Modeling: Styling, Simulation, and Rendering
IEEE Transactions on Visualization and Computer Graphics
GPU-accelerated deep shadow maps for direct volume rendering
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Real-time approximate sorting for self shadowing and transparency in hair rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Dual scattering approximation for fast multiple scattering in hair
ACM SIGGRAPH 2008 papers
Debugging GPU stream programs through automatic dataflow recording and visualization
ACM SIGGRAPH Asia 2009 papers
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There are strong indications that the future of interactive graphics programming is a more flexible model than today's OpenGL/Direct3D pipelines. Graphics developers need a basic understanding of how to combine emerging parallel programming techniques and more flexible graphics processors with the traditional interactive rendering pipeline. As the first in a series, this course introduces the trends and directions in this emerging field. Topics include: parallel graphics architectures, parallel programming models for graphics, and game-developer investigations of the use of these new capabilities in future rendering engines. This second course in the series Beyond Programmable Shading presents the state of the art in combining traditional rendering API usage with advanced task- and data-parallel computation to increase the image quality of interactive graphics. Leaders from graphics hardware vendors, game development, and academic research present case studies that show how general parallel computation is being combined with the traditional graphics pipeline to boost image quality and spur new graphics algorithm innovation. Each case study discusses the mix of parallel programming constructs, details of the graphics algorithm, and how the rendering pipeline and computation interact to achieve the technical goals. Presenters also discuss integrating a combination of GPU and CPU techniques for more efficient and flexible algorithms. The focus is on what currently can be done, how it is done, and near-future trends. Topics include: interactive realistic lighting, advanced geometry-processing pipelines, in-frame data structure construction, complex image processing, and rasterization versus ray tracing.