Bidirectional reflection functions from surface bump maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Wavelength dependent reflectance functions
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
A realistic camera model for computer graphics
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Reflectance and texture of real-world surfaces
ACM Transactions on Graphics (TOG)
Stratified wavelength clusters for efficient spectral Monte Carlo rendering
Proceedings of the 1999 conference on Graphics interface '99
A Reflectance Model for Computer Graphics
ACM Transactions on Graphics (TOG)
Illumination for computer generated pictures
Communications of the ACM
The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics
The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics
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Real-time desktop computer graphics systems have historically been based on empirical lighting models, such as the Phong lighting model, designed to be perceptually appropriate, but computationally efficient. New hardware developments since early 2003 have resulted in an affordable fourth generation graphical processing unit technology. This technology is allowing desktop computer graphics systems, like NVIDIA's GeForce® series, to implement more and more complex computer graphics algorithms, and lighting models for real-time applications. This paper describes an innovative "physically based" spectral lighting, material and camera model that is based on radiometry theory and is an expansion of the historical fixed pipeline graphics system. There are two render target modes of which Direct mode is aimed at high spectral resolution solids rendering and buffered mode at including transparencies.