An updated cross-indexed guide to the ray-tracing literature
ACM SIGGRAPH Computer Graphics
Accelerated walkthrough of large spline models
Proceedings of the 1997 symposium on Interactive 3D graphics
Progressive radiance evaluation using directional coherence maps
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Budget sampling of parametric surface patches
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Transparency for computer synthesized images
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
Optical printing in computer animation
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Visual feature extraction via eye tracking for saliency driven 2D/3D registration
Proceedings of the 2004 symposium on Eye tracking research & applications
A physically-based client-server rendering solution for mobile devices
Proceedings of the 6th international conference on Mobile and ubiquitous multimedia
A MultiAgent System for Physically Based Rendering Optimization
CIA '07 Proceedings of the 11th international workshop on Cooperative Information Agents XI
Extraction of visual features with eye tracking for saliency driven 2D/3D registration
Image and Vision Computing
Blue-noise point sampling using kernel density model
ACM SIGGRAPH 2011 papers
RDH: ray distribution heuristics for construction of spatial data structures
Proceedings of the 25th Spring Conference on Computer Graphics
Acoustic Rendering and Auditory–Visual Cross-Modal Perception and Interaction
Computer Graphics Forum
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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To accurately render a scene, global illumination information that affects the intensity of each pixel of the image must be known at the time the intensity is calculated. In a simplified form, this information is stored in a tree of “rays” extending from the viewer to the first surface encountered and from there to other surfaces and to the light sources. The visible surface algorithm creates this tree for each pixel of the display and passes it to the shader. The shader then traverses the tree to determine the intensity of the light received by the viewer. Consideration of all of these factors allows the shader to accurately simulate true reflection, shadows, and refraction as well as the effects simulated by conventional shaders. Anti-aliasing is included as an integral part of the visibility calculations. Surfaces displayed include curved as well as polygonal surfaces.