SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
A language for shading and lighting calculations
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Image-composition architectures for real-time image generation
Image-composition architectures for real-time image generation
Interactive multi-pass programmable shading
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A Software Testbed for the Development of 3D Raster Graphics Systems
ACM Transactions on Graphics (TOG)
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Shader-driven compilation of rendering assets
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Efficient partitioning of fragment shaders for multipass rendering on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Particle systems—a technique for modeling a class of fuzzy objects
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
On C2 triangle/quad subdivision
ACM Transactions on Graphics (TOG)
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It has been a long journey from the days of multicolored sprites on tiled block backgrounds to the immersive 3D environments of modern games. What used to be a job for a single game creator is now a multifaceted production involving staff from every creative discipline. The next generation of console and home computer hardware is going to bring a revolutionary leap in available computing power; a teraflop (trillion floating-point operations per second) or more will be on tap from commodity hardware. This leap in power will bring with it a leap in expectations, both on the part of the consumer and the creative professional.