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Papers about Rendering Techniques
#406621
08/25/12 21:35
08/25/12 21:35
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2001
Posts: 6,904
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Hi guys, I created on my website a new knowledge section about Rendering Techniques. I listed there 10 awesome in-depth articles about some of the greatest games like Half Life 2, Battlefield 3 or Left 4 Dead 2 - and how they are rendered! You'll find everything on my website, but for your convenience I put also in the following the links to the pdf's and a small summary. It would be cool if you could add some other papers, too, in order to increase the quality and quantity of this list. Stable SSAO in Battlefield 3 with Selective Temporal FilteringIn this paper, a selective temporal filtering approach is introduced for reducing SSAO flickering on thin objects such as alpha-tested foliage, using a reverse reprojection and a stability classifier. The final SSAO image is smoothed with an approximate cross-bilateral filter. The techniques are used in the PC version of Battlefield 3 (DICE). "MAXIS-mizing" Darkspore: A Ca...ferred RendererIn this article, it is shown how Maxis implemented a light pre-pass renderer to decouple lighting from the scene geometry for their game Darkspore. It is also shown how the team discovered and fixed certain bottlenecks in their graphics pipeline concerning trees, terrain, character details and the render system. Uncharted 2: Character Lighting and ShadingIn this paper, it is shown how skin, hair and cloth are rendered in Naughty Dogs' game Uncharted 2. The main subject is the improvement of a Subsurface Scattering technique by NVidia. The paper concludes with several sidenotes about hacks, wise shader usage, lighting models and details in normal maps. Toy Story 3: The Video Game - Rendering TechniquesThis paper explains 3 novel rendering techniques used in Toy Story 3: The Video Game (Avalanche Software), including: SSAO (using Line Integrals & random rotated paired sampling), Ambient Lighting (using volume-based Irradiance Light Rigs) & a combinatorial Soft Shadow Mapping solution, which exploits simple technqiues. Rendering Wounds in Left 4 Dead 2In Left 4 Dead there were 5 static wound models built into each Zombie. In this paper it is explained, how Valve created a dynamic wound system for their Zombies in Left 4 Dead 2. The wounds are generated by mixing seperated wound models with projected textures and a pose-space ellipsoid culling method, to cut holes into bodies. Covering New Ground: Foliage Rendering in PureIn this paper a fast multi-pass technique is demonstrated, that uses a screen space alphamask to render alpha textured geometry for large scale foliage, avoiding some alpha-blending and -testing related problems. The technique is used in the game Pure (Blackrock Studio). Deferred Rendering in Killzone 2This paper explains how the game Killzone 2 (Guerilla) is rendered and how it was optimized for the PS3. Using a forward & deferred renderer, it is shown, how the game is lighted, how weapons & decals are treated, how soft shadowmaps are generated and what post-processing effects are added afterwards. Illustrative Rendering in Team Fortress 2The paper explains how the unique rendering style of the game Team Fortress 2 (Valve) has been achieved. A set of artistic choices and novel real-time shading techniques are presented, which support each other and are designed to achieve the look of early 20th century commercial illustrations. Improved Alpha-Tested Magnification for Vector Textures and Special EffectsIn this paper, a simple and yet efficient method is shown, which allows to render high-resolution shapes by alpha-testing a low-resolution distance field texture. With additional pixel shaders, high quality soft edges, outlining and drop shadows can be rendered, too. This technique has been used in Team Fortress 2 (Valve). Efficient Self-Shadowed Radiosity Normal MappingIn this paper it is shown, how to precompute and use directional ambient occlusion textures together with regular bump mapping, to enhance the self-shadowing of surfaces, illuminated from directional lights. This technique has been used in Half-Life 2: Episode 2 (Valve). Enjoy! -Christian
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Re: Papers about Rendering Techniques
[Re: HeelX]
#406755
08/28/12 21:16
08/28/12 21:16
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Joined: Mar 2006
Posts: 2,252
Hummel
Expert
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Expert
Joined: Mar 2006
Posts: 2,252
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Super-Awesome-Somewhat-Random-Papers-Collection [1/2]A Pixel Is Not A Little Square! [And a Voxel is Not a Little Cube]Learn Computer Graphics Programming From ScratchGeneral Stuffs:Deferred Rendering for Current and Future Rendering PipelinesArt and Technology of WhiteoutReal-time Atmospheric Effects in GamesNatural Light PhenomenaShading in Valve’s Source Engine + [slides]Five Rendering Ideas from BF3 and NFS:TR [separable hexagonal bokeh]Making Of "Shadow of the Colossus"Compact Normal StorageCalibrating Lighting and Materials in Far Cry 3NightskyThe Technology Behind the DirectX 11 Unreal Engine 3 Samaritan DemoUreal Engine 4 TechnologyTiled Forward Shading LinksIntersecting Lights with Pixels [Reasoning about Forward and Deferred Rendering]Applications of Temporal Coherence in Real-Time RenderingConsistent Normal InterpolationAmbient Aperture LightingOn Depth Recovery from Gradient Vector FieldsStarcraft 2 : Effects & TechniquesTerrain Rendering Using GPU-Based Geometry ClipmapsSSLPV: Subsurface Light Propagation VolumesA Reconstruction Filter for Plausible Motion BlurLighting and Material of Halo 3Rendering from Compressed HDR TexturesClustered Deferred and Forward ShadingPhotographic Tone Reproduction for Digital ImagesAlpha Blending: To Pre or Not To PreSparse Voxel Octree Ray Tracing on the GPUGigaVoxels [voxel cone tracing concept]Resolution Independent Curve RenderingImproved Alpha-Tested Magnification for Vector Textures and Special EffectsTerrain in Battlefield 3: A modern, complete and scalable systemCovering New Ground: Foliage Rendering Rendering in PureEverything about Particle EffectsGraphics Gems for Games - Findings from Avalanche StudiosLocal Image-based Lighting with Parallax-corrected CubemapsInteractive Smooth and Curved Shell Mapping [Crysis3's alternative to tessellation]Fast And Accurate Visibility PreprocessingUniversity of Utah - NPRR papers (f.i. The Lit Sphere) ]Killzone: Shadow Fall - PostmortemAn Image-space Technique for Real-time Caustics [ Website] Order-Independent Transparency in DirectX11Order Independent Transparency with Per-Pixel Linked ListsPractical Clustered ShadingShadows Decals: D3D10 techniques from FrostbiteLighting Research at BungieRegressions in RT Rendering: LittleBigPlanet Post MortemSparse Low-degree IMplicits (SLIM)A Laplacian Based Approach for Free-Form Deformation of SLIM SurfacesVirtual Texture TerrainDeferred Shading Optimizationsk+-buffer: Fragment Synchronized k-bufferImage-Space Hardware-Based Rendering of Constructive Solid GeometryMaximizing Depth Buffer Range and PrecisionMulti-Hit Ray TraversalEstimating Curvatures and Their Derivatives on Triangle MeshesRealtime texture quiltingAssassin’s Creed 4: Road to Next-gen Graphics, GDC 2014Creation and Rendering of Realistic TreesThe Technology Behind the “Unreal Engine 4 Elemental demo”Circle-of-Confusion StuffA Fast and Stable Feature-Aware Motion Blur FilterPracticalPhotorealistic Skin Rendering and AntialiasingDynamic Sand Simulation and Rendering in Journey [.pptx]Deformable Snow Rendering in Batman: Arkham OriginsHigh Quality Elliptical Texture Filtering on GPUContent-Adaptive Image DownscalingControllable Magic Frost Simulations for 'Rise of the Guardians'Texts Rasterization ExposuresConservative and Tiled Rasterization Using a Modified Triangle SetupPhysically Based Camera RenderingBF3: Culling the BattlefieldRendering Fields of GrassAntialiased 2D Grid, Marker, and Arrow ShadersA Survey of Volumetric Illumination Techniques for Interactive Volume RenderingLight probe interpolation using tetrahedral tessellationsCombatting Rendering LatencyCryEngine3 Graphic Gems [.pptx]Rasterization: A Practical ImplementationHow to draw a Black HoleJump Flooding in GPU with Applications to Voronoi Diagram and Distance Transform Zelda: Wind waker Tech and Texture AnalysisA Survey of Efficient Representations for Independent Unit VectorsImplementing Median Filters in XC4000E FPGAsTightening the Precision of Perspective Rendering
[infinite projection matrix] Ray Reordering Techniques for GPU Ray-Cast Ambient OcclusionState of the Art in Artistic Editing of Appearance, Lighting, and MaterialNext-gen Mobile Rendering [interesting Unreal pp-pipe tricks] Space-filling curves for spatial data structuresHistorically Significant Papers for Computer GraphicsA Phenomenological Scattering Model for Order-Independent Transparencysoftware renderer in 500 lines of codeComputational PhotographyDeferred and Forward Rendering Approaces OverviewHow Kalman Filters WorkTightening the Precision of Perspective RenderingRealistic Real-Time Rendering of Eyes and TeethHigh-Quality Capture of EyesPeering Through a Glass, Darkly at the Future of Real-Time TransparencyThe Path to Path-Traced MoviesCorrelated Multi-Jittered SamplingThe Visual Effects of Infamous: Second SonAA Patterns for Point Sets with Controlled Spectral PropertiesDrawing Ellipses Using Filled RectanglesThe Order 1886: used PP-EffectsVR:Advanced VR Rendering [Valve]Interaction Design in VR: Valve's LessonsMike Alger [youtube-channel] Learning from Other Disciplines, Industries, and Art FormsProcedural stuffs and related:Improving NoiseSimplex noiseSimplex noise demystifiedGraphical Interface Models for Procedural Mesh GrowingImproving Gabor NoiseProceduralNoise using Sparse Gabor ConvolutionGabor Noise by ExampleThe Importance of Being Noisy: Fast, High Quality Noise Gettin’ ProceduralEnhanced Sphere TracingProcedural Content Generation in GamesModeling Trees with a Space Colonization AlgorithmImplicit Surfaces Course Siggraph 96Distance Aware Ray Tracing for CurvesSimplex Noise, keeping it simple3D Distance Fields: A Survey of Techniques and ApplicationsAdaptively Sampled Distance Fields: A General Representation of Shape for Computer GraphicsVector-to-Closest-Point Octree for Surface Ray-CastingModeling Real-World Terrain with Exponentially Distributed Noise [Comments by Sean Barrett]Distance Transforms of Sampled FunctionsClosest Point Coordinate FieldsFast Intersection-free Offset Surface Generation [simplified dual-contouring] Guided Ecological Simulation for Artistic Editing of Plant Distributions in Natural ScenesA glsl library for building signed distance functionsSpherical Fibonacci MappingFast Ray Tracing of Arbitrary Implicit Surfaces with Interval and Affine ArithmeticPseudo Lens Flare [!] Fitting Procedural Yarn Models for Realistic Cloth RenderingWater:Animating Sand, Mud, and Snow [water column model] Simulating Ocean Water [state of the art]Ocean simulation part two: using the FFT [software implementation of "Simulating Ocean Water"]A unified directional spectrum for long and short wind-driven wavesReal-time Realistic Ocean Lighting [Seamless Transitions from Geometry to BRDF]Ocean Surface SimulationOcean-Wave SpectraBeaufort scaleAssassin’s Creed III: Water-Tech [coarse overview]Water Technology of UnchartedOcean Optics Web BookDynamic Simulation of Splashing FluidsPhysics:Real-Time Fluid Dynamics for GamesCurl-Noise for Procedural Fluid FlowPosition Based FluidsAdvanced Volumetric Effects for GamesReal time fluid simulation and control using the Navier-Stokes equationsCodimensional Non-Newtonian Fluids Air Meshes for Robust Collision HandlingPhysically-Based Realistic Fire RenderingWavelet Turbulence for Fluid SimulationRon Fedkiw - ResearchImage Processing:Image and Video Abstraction by Anisotropic Kuwahara FilteringAnisotropic Kuwahara Filtering with Polynomial Weighting FunctionsImage and Video Abstraction by Multi-scale Anisotropic Kuwahara FilteringImage and Video Abstraction by Coherence-Enhancing FilteringImage and Video Based Painterly AnimationFast O(1) bilateral Filtering using trigonometric range kernelsAdaptive bilateral Filtering using local phase characteristicsA Fast, Small-Radius GPU Median FilterAn Edge Detection Method in DCT DomainInteractive watercolor rendering with temporal coherence and abstractionRealBrush: Painting with Examples of Physical MediaSuper-Resolution From a Single ImageReal-time noise-aware tone mappingOptimized Quasi-Interpolators for Image ReconstructionLow-resolution effects with depth-aware upsamplingSome details on Crytek's DoF [forum thread] Preparing for Real HDRColor:The rehabilitation of gammaHow To Avoid Equidistant HSV ColorsHCL : A New Perceptually Uniform Color SpaceHSP Color Model - Alternative to HSV (HSB) and HSLEscaping RGBland: Selecting Colors for Statistical GraphicsGenerating Color Palettes using Intuitive ParametersColour Space ConversionsThe CIE XYZ and xyY Color SpacesColour spaces - perceptual, historical and applicational backgroundColor conversion math and formulasHuman eye sensitivity and photometric quantitiesGamma error in picture scalingBanding in Games: A Noisy Rant [!]Color Banding Removal [shadertoy]Tone Mapping High Dynamic Range Videos using WaveletsComputer Color is Broken [gamma correctness explained by MinutePhysics][youtube] Colour Rendering of SpectraRetinex Poisson Equation: a Model for Color PerceptionThe Importance of Terminology and sRGB UncertaintyXYZ- and RGB-color matching functionsGeometry:Building an Edge List for an Arbitrary MeshComputing Tangent Space Basis for an Arbitrary MeshDual Marching Cubes: Primal Contouring of Dual Grids [slides]Dual Marching CubesFast generation of pointerless octree dualsTriangulation by Ear ClippingGPU-accelerated Path RenderingInterior Distance Using Barycentric CoordinatesMarching Diamonds for Unstructured MeshesEfficient and High Quality Contouring of Isosurfaces on Uniform Gridspaniq's gists [World's Tiniest* Marching Tetrahedron] Dual Contouring of Hermite Data Analysis and Acceleration of High Quality Isosurface ContouringTetrahedra-based Volumetric Meshes [papers list] Trivial Connections on Discrete SurfacesDual Marching Tetrahedra: Contouring in the Tetrahedronal EnvironmentRegularised marching tetrahedraCalculation of Reference Frames along a Space CurveAnimation|Skinning|Deformation:A Beginners Guide to Dual-QuaternionsDual Quaternions for Rigid Transformation BlendingSpherical Skinning with Dual-Quaternions and QTangentsFlexible Muscle-Based Locomotion for Bipedal CreaturesAn Indie Approach to Procedural Animation [!]Accurate and Efficient Lighting for Skinned ModelsKey Frame Interpolation via Splines and Quaternions [Kochanek-Bartels Splines for Quaternions]Animating Rotation with Quaternion Curves [pretty accessible]A General Construction Scheme for Unit Quaternion CurvesDual-Quaternions [sample dq-class]Destiny Character-AnimationApproximating SlerpThe Starfish Rig - Humanoid rig with 6 bones Quaternion Double-cover and the Rest Pose Neighborhood - 2006 [youtube] Tessellation:Curved PN TrianglesScalar Tagged PN TrianglesApproximating Catmull-Clark Subdivision Surfaces with Bicubic PatchesSemi-Smooth Creases in Catmull-Clark Subdivision SurfacesFeature Adaptive GPU Rendering of Catmull-Clark Subdivision SurfacesRendering Very Large, Very Detailed TerrainsD3D11 Tessellation [PN-Triangles]Real-time Rendering Techniques with Hardware TessellationVolumetric LightingPrefiltered Single Scattering [fast]A Practical Analytic Model for DaylightDeferred Rendering of Planetary Terrains with Accurate AtmospheresRendering Outdoor Light Scattering in Real Time [ GDC Presentation] Real-Time Volumetric Shadows using 1D Min-Max MipmapsPractical Implementation of Light Scattering Effects [Using Epipolar Sampling and 1D Min/Max Binary Trees]A Practical Analytic Single Scattering Model for Real Time RenderingPractical Implementation of Light Scattering EffectsReal-time Volumetric Lighting in Participating MediaSky/Atmospheric Rendering [lots of links and papers]Screen-Space Perceptual Rendering of Human SkinPhysically-Based Real-Time Lens Flare Rendering [physically based bloom]Real-Time Dynamic Simulation of the Scattering in the Human Eye [physically based bloom][the equivalent to lens flares for the human eye]Physically-Based Glare Effects for Digital ImagesReal-Time Screen-Space Scattering in Homogeneous EnvironmentsEfficient Monte Carlo Methods for Light Transport in Scattering Media [Covers a lot of related fundamental topics like radiometry, spherical hamonics, etc.]Subsurface Texture MappingImage-Space SSS for Deformable Translucent ObjectsInteractive Cloud Rendering Using Temporally-Coherent Photon MappingPlanetary Atmospheres with Multiple Scattering in Real-TimeVolumetric Lighting for Many Lights in Lords of the FallenVolumetric Fog in AC4Optical Models for Direct Volume Rendering [basics of absorption, emission and scattering; the physics of alpha-compositing]Practical Real-Time Lens-Flare RenderingImportance Sampling Techniques for Path Tracing in Participating Media shadertoy illustrationHenyey-Greenstein and Rayleigh phase functionsPhysically-based & Unified Volumetric Rendering in Frostbite [ShaderToy]Oskar Elek - ResearchIndirect Illumination:Screen Space Directional OcclusionThe Alchemy Screen-Space Ambient Obscurance AlgorithmCascaded Light Propagation Volumes for Real-Time Indirect IlluminationApproximate Global Illumination in Real-TimeAmbient occlusion using cone tracing with scene voxelization Ambient Occlusion Fields and Decals in Infamous 2Multi-view Ambient Occlusion with Importance SamplingInteractive Indirect Illumination Using Voxel Cone Tracing [more info in GigaVoxels]Imperfect Shadow Maps for Efficient Computation of Indirect IlluminationIndirekte Beleuchtung mit Antiradiance-Splatting im Bildraum [German]Fast Generation of Directional Occlusion VolumesDeferred Radiance Transfer Volumessummary of some basic techniques for pre-baked GIImage-Based Proxy Accumulation for Real-Time Soft Global IlluminationRadiosity overviewHardware-Accelerated Global Illumination by Image Space Photon MappingToward Practical Real-Time Photon Mapping: Efficient GPU Density EstimationFast Global Illumination Approximations on Deep G-BuffersRealtime Global Illumination techniques collectionCascaded Voxel Cone Tracing in The Tomorrow ChildrenInteractive Diffuse Global Illumination Discretization Methods For Dynamic EnvironmentsOctree-Based Sparse Voxelization Using the GPU Hardware RasterizerGlobal Illumination CompendiumWebGL Deferred Irradiance VolumesScalable Ambient Obscurance [state of the art SSAO]Point-Based Global Illumination for Movie ProductionThe Technology Of The Tomorrow ChildrenA Gentle Introduction to Precomputed Radiance TransferCorners Don't Look Like That: Regarding SSAOComputing Skylight for 2D Height FieldsA Comparative Study of Screen-Space Ambient Occlusion MethodsBasis Functions:Spherical HarmonicsStupid Spherical Harmonics (SH) TricksSpherical Harmonic Lighting: The Gritty DetailsAn Efficient Representation for Irradiance Environment MapsSpherical Radial Basis FunctionPrecomputed radiance transfer using spherical radial basis functionsCosine Lobes for Interactive Direct Lighting in Dynamic ScenesEfficient Spherical Harmonic EvaluationReconstructing Diffuse Lighting from SH-DataOn the relationship between radiance and irradiance [ SH cosine lobe code] Shadows:Shadow Mapping: GPU-based Tips and TechniquesDual paraboloid shadow mappingSample Distribution Shadow Maps + [slides]A Survey of Real-time Soft Shadows AlgorithmsAdvanced Soft Shadow Mapping TechniquesVariance Shadow MapsExponential Shadow MapsRendering Antialiased Shadows using Warped Variance Shadow Maps [includes a section about Exponential Variance Shadow Maps]Camera Space Shadow MapsRectilinear Texture Warping for Fast Adaptive Shadow MappingReal-time soft shadow mapping by backprojection [not really real-time, but interactive at least]CSM ScrollingMulti-View Soft ShadowsSub-Pixel Shadow MappingPer-Triangle Shadow Volumes Using a View-Sample Cluster HierarchyEfficient Virtual Shadow Maps for Many LightsRendering Antialiased Shadows with Depth Maps [original PCF introduction]Compact precomputed voxelized shadowsSoft Shadow Mapping [WebGL Demos of various techniques]Moment Shadow Mapping
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Re: Papers about Rendering Techniques
[Re: txesmi]
#407118
09/06/12 21:32
09/06/12 21:32
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Joined: Mar 2006
Posts: 2,252
Hummel
Expert
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Expert
Joined: Mar 2006
Posts: 2,252
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Super-Awesome-Somewhat-Random-Papers-Collection [2/2]General Lighting|Radiometry|BRDFs:SIGGRAPH 2014 Course: Physically Based Shading in Theory and PracticeSIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice SIGGRAPH 2012 Course: Practical Physically Based Shading in Film and Game Production Basic Theory of Physically-Based Rendering [high-level overview]Fundamentals of Lighting and Perception How to understand photo- and radiometry using only gnomes with basketballsGeometrical Considerations and Nomenclature for ReflectanceTheory for Off-Specular Reflection From Roughened Surfaces [Torrance/Sparrow]Investigation on the Torrance-Sparrow Specular BRDF ModelGeneralization of Lambert’s Reflectance Model [Oren/Nayar]A tiny improvement of Oren-Nayar reflectance modelAn Anisotropic Phong BRDF Model [Ashikhmin/Shirley]A Microfacet Based Coupled Specular-Matte BRDF Model with Importance Sampling [Kelemen/Szirmay-Kalos]A Reflectance Model for Computer Graphics [Cook/Torrance]Non-Linear Approximation of Reflectance Functions [Lafortune]Phong/Blinn-Phong Normalization Factor derivationExperimental Validation of Analytical BRDF ModelsState of the art of Material Rendering TechniquesCrafting Physically Motivated Shading Models for Game DevelopmentMicrofacet Models for Refraction through Rough Surfaces [GGX distribution]A Microfacet-based BRDF GeneratorDistribution-based BRDFsLEAN-MappingSplit off-specular reflection and surface scattering from woven materialsFrequency Domain Normal Map FilteringLight Reflection Functions for Simulation of Clouds and dusty Surfaces [Blinn, July 1982] The Blinn-Phong Normalization ZooAdopting a physically based shading modelSimon's Tech Blog - Microfacet BRDFPhysically Based Shading Models in Film and Game ProductionPhysically-Based Reflectance for GamesBeyond a Simple Physically Based Blinn-Phong Model in Real-TimeLighting: The Rendering EquationEnergy Conservation In GamesPhysically Based Shading - Siggraph 2013 CourseEinige BRDF Modelle [German]Lighting of Killzone: Shadow FallNext Generation Character Rendering [!]Area Light Sources for Real-Time GraphicsRadiative View FactorsReal Shading in Unreal Engine 4Compact Metallic Reflectance ModelsOptimized Phong and Blinn-Phong Glossy HighlightsAnalysis of Human Faces using a Measurement-Based Skin Reflectance ModelSimulation Of Wrinkeled Surfaces [original bumpmapping introduction by Blinn]Physically-Based Shading at DisneyThe Comprehensive PBR Guidereadings on physically based rendering [all the stuffs]An Overview of BRDF ModelsBasic radiometric quantitiesColour Rendering of SpectraReal Shading in Unreal Engine 4Real-Time Refraction Through Deformable ObjectsSimple Alternative to Clustered Shading for Thousands of LightsCosine Lobes for Interactive Direct Lighting in Dynamic ScenesUnderstanding the Masking-Shadowing Function in Microfacet-Based BRDFsIntroduction to ShadingThe Lighting Handbook [slideshare] Illumination Fundamentals [Luminances of common light sources] A Survey of Non-linear Pre-filtering Methods for Efficient and Accurate Surface ShadingLinear Efficient Antialiased Displacement and Reflectance MappingEstimating Specular Roughness and Anisotropy from Second Order Spherical Gradient IlluminationThe SGGX Microflake DistributionAnalytic Tangent Irradiance Environment Maps for Anisotropic SurfacesOn Physically Based Hair RenderingEfficient Implementation of the Dual Scattering Model in RenderManFake Fur RenderingPractical Shading of Height Fields and Meshes using Spherical Harmonic ExponentiationAn Intuitive Introduction to Global Illumination and Path TracingGlobal Illumination in a NutshellThe Secret Life of Photons - Simulating 2D Light TransportImplementing a Physically Based CameraMultiple-Scattering Microfacet BSDFs with the Smith Model Lighting Mirror's Edge: Catalyst [youtube] Additional Progress Towards the Unification of Microfacet and Microflake TheoriesGlitter stuffs:Discrete Stochastic Microfacet ModelsRendering Glints on High-Resolution Normal-Mapped Specular SurfacesSimulation of sparkles in metallic paintsPhoto-realistic Rendering of Metallic Car Paint from Image-Based MeasurementsReal-time Rendering of Procedural Multiscale MaterialsOffline stuffs:The Path-Tracing Revolution in the Movie Industry [Siggraph 2015] Monte Carlo Evaluation Of Non-Linear Scattering Equations For Subsurface ReflectionPhysically-Accurate Fur Reflectance: Modeling, Measurement and RenderingMERL BRDF DatabaseBRDF ExplorerBRDFLabRefractiveIndex [refraction and absorbtion coeffcients]AMD Cubemapgen for physically based renderingAnti-Aliasing:Filtering Approaches for Real-Time Anti-Aliasing [Siggraph2011 course]Morphological AntialiasingSMAA-Enhanced-Subpixel-Morphological-AntialiasingFXAAMultisampled Antialiasing of Per-pixel GeometrySubpixel Reconstruction Antialiasing for Deferred ShadingAdaptive Supersampling for Deferred Anti-AliasingTemporal subpixel reconstruction antialiasing (Temporal SRAA)Aggregate G-Buffer Anti-AliasingOptimized Reversible Tonemapper for ResolveGPU-Programming and Architecture:Low-Level GPU DocumentationFloating Point and IEEE 754 Compliance for NVIDIA GPUsLow-Level Thinking in High-Level Shading Languages [must-read]Low-level Shader Optimization for Next-Gen and DX11Don’t Throw it all Away: Efficient Buffer ManagementHigh-Performance Software Rasterization on GPUsReal-Time Rendering ArchitecturesPorting Source to Linux - Valve’s Lessons LearnedDX 10 Performance and DX 11 Preview [General GPU Performance Tips [D3D]]How bad are small triangles on GPU and why?'Rasterization patterns' of Haswell GPUsVertex Shader Tricks [ live presentation] GPU Profiling 101How GPU Shader Cores WorkGPU Rasterizer PatternA Closer Look at GPUsUniform buffers vs texture buffers: The 2015 editionDepth In-depth101 Uses for Raster Ordered Views using DirectX 12Efficient Rendering with DirectX 12 on Intel GraphicsAMD GCN presentationGCN Architecture whitepaperGCN – two ways of latency hiding and wave occupancyMantle whitepaperMantle API Programming GuideLife of a triangle - NVIDIA's logical pipelineTools and Techniques for Debugging and OptimizationApproaching Zero Driver OverheadOptimizations and New DirectX Features in Just Cause 3D3D11 Texture Update CostsBenchmarking floating-point precision in mobile GPUsBenchmarking floating-point precision in mobile GPUs - Part IIBenchmarking floating point precision in mobile GPUs - Part IIIMath:List of trigonometric identitiesList of integrals of trigonometric functionsDifferential operatorDifferential (infinitesimal)Animated Bezier CurvesSingular Value Decomposition Tutorialdistance functions for common primitivesRegular-Grid Traversal along LinesIsosurface FormulasA Survey of Efficient Representations for Independent Unit VectorsElegant solutions to various problems.Understanding Quaternions Fundamentals of Grassmann AlgebraRecursive Wang Tiles for Real-Time Blue NoiseFast Computation of General Fourier Transforms on GPUsOpenCL Fast Fourier Transform [radix2/4/8/16 implementations]Computing the inverse normal cumulative distribution functionReaction-Diffusion by the Gray-Scott Model: Pearson's Parameterization Interpolation and Splines [ppt]Trigonometry: Laws And IdentitiesTheoretical Computer Science Cheat SheetCheap analytic curva [shadertoy]Hammersley Points on the HemisphereSmoothen your functionsApproximating the erfinv functionSpreading points on a disc and on a sphereFast Poisson Disk Sampling in Arbitrary Dimensions Implementing FFTs in Practice [direct download] Algebraic SurfacesPhase Plots of Complex Functions: A Journey in IllustrationPolynomials and the Fast Fourier Transform [elegant FFT] Interpolating Splines: Which is the fairest of them all? Adaptive Subdivision of Bezier CurvesApproximation of cubic Bezier Curves by circular Arcs and vice versaArticulating Space: Geometric Algebra for Parametric DesignBayesian and Quasi Monte Carlo Spherical Integration for Illumination Integrals [Spherical Fibonacci point sets (slide 49)] Generating random variablesFrames, Quadratures and Global Illumination: New Math for Games [spherical needlets] Blogs:Wolfgang Engel - Diary of a Graphics ProgrammerGame Art Tricks [interesting hints]Ray Tracey's blog [real-time path tracing] Nathan Reed's blogThe ryg blog Self Shadow - An online shadow of myselfI'm doing it wrong - more often than not.CodeItNowThe Tenth PlanetRandom thoughts about graphics in game [series about wet surfaces and rain rendering] Lol Engine blog [RGB<->HSV conversion, picking an orthogonal vector, quaternion from two vectors]Filmic GamesOuterra blogChilliant - The Personal blog of Ian Taylor [some color space coversions in HLSL] Humus 3Dginsweater's blogGraphics Rendering BlogEric BrunetonScrawkBlogTom Forsyth's BlogÍñigo Quílez's Blog ArticlesAlexandre Pestana's blogThe Devil In The Details: A graphics programmer's blog3D Game Engine ProgrammingSebh's blogg-trucProcedural WorldUniblock Dev Blog [OpenSimplex noise]code4k [ Advanced HLSL using closures and function pointers] Extremeistanerleuchtet.orgbriansharpe [proc stuff]Cyril Crassin's blogShinji Ogaki's BlogKayvon Fatahalian's BlogFilmic Worlds - John Hables's blog [pbr stuffs]C0DE517EEssential Math WeblogNick's Voxel Blog [Dual Contouring] direct to videobitsquidcatlikecoding0 FPS [lots of smartness] Topology GuidesAdam Sawicki's blogExperilous [distance field stuff] The Little Grasshopper [DF and proc stuff] Nothings - Sean Barrett's blogPlaceholder Art [PBR stuff (camera/tonemapping, lens flares, IBL)] Rich Geldreich's Tech Blog [compression stuff] Krzysztof Narkowicz's blog [pbr stuff] Brian Karis's blog [pbr stuff] optimiserly - I like to optimise thingsPublications:Guerrilla Games [The Real-Time Volumetric Cloudscapes of Horizon Zero Dawn[!]] Ready at DawnUniversity Publications:University of Central FloridaUniversity of AthensWilliams CollegePrinceton UniversityKarlsruher Institut für TechnologieOther Stuffs:ShaderX seriesProgramming Vertex, Geometry and Pixel ShadersThe Orange Book, 2nd EditionSiggraph 2011 papersSiggraph 2012 papersSiggraph 2012 Mesh Parameterization CourseChris Wyman's Web Page - PublicationsKe-Sen Huang's Home Page [all papers from SIGGRAPH, EG, I3D, EGSR, ...] The Inner Product [Graphics/Math/Animation/AI/...] OpenGL SuperBible blogdirect to video [awesome particle stuff]tri-Ace Inc. - Research and Development DepartmentCrytek PresentationsIceFall GamesReal-Time Rendering ResourcesPeter Shirley's papers and CVKhan-AcademyOpenGL capabilities databaseGraphics and Imaging Architectures [course]Rendering Text with DirectWrite/Direct2D and Direct3D11More Text Rendering with DirectWrite/Direct2D and Direct3D11Principles of Digital Image Synthesis [!][book]Lighting design theory for 3D gamesConsideration with regard to sound propagation [Twitter] libraries to start a rendering engine projectWhat Every Computer Scientist Should Know About Floating-Point ArithmeticTU Wien Rendering Course SS2015DX12 Do's And Don'tsDX12 Do’s and Don’ts, a couple remarks Sci-Hub - public access to tens of millions of research papersResources:The Wikihuman Project [high-res head model] ImGUI - Bloat-free Immediate Mode GUI3D Graphics-oriented Spherical Harmonics LibraryIntroducing HLSL Tools for Visual StudioMarkdeepBob Ross’ The Joy of PaintingGratin - A programmable node-based system for GPU-friendly applications.GPU OpenGPUViewDetecting Video-Memory Overcommitment using GPUView[misc] Less is More: Designing Awesome AIA Documentary Series About Japanese Video Game Music3 steps to improve your game’s graphicsC++ Core GuidelinesThe Art of Journeylibraries with minimal dependenciesTwo Minute Papers [youtube channel] The Theory and Practice of Cameras in Side-ScrollersPCG, A Family of Better Random Number GeneratorsTwilight Princess Eyes BreakdownTearing-free drawing with GDIHow to C in 2016The Ultimate Question of Programming, Refactoring, and Everythinghttp://joeduffyblog.com/Joe Duffy's Blog [Mirdori] http://brofiler.com/http://ambientocclusion.hatenablog.com/
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Re: Papers about Rendering Techniques
[Re: Hummel]
#407119
09/06/12 22:47
09/06/12 22:47
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Joined: Jan 2002
Posts: 4,225 Germany / Essen
Uhrwerk
Expert
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Expert
Joined: Jan 2002
Posts: 4,225
Germany / Essen
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Thanks for sharing. Again interesting stuff!
Always learn from history, to be sure you make the same mistakes again...
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Re: Papers about Rendering Techniques
[Re: Hummel]
#410267
10/31/12 11:56
10/31/12 11:56
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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A lot of interesting papers, thanks you. ( very interested in some more details about the UE4 lighting system )
Last edited by Kartoffel; 10/31/12 11:57.
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Re: Papers about Rendering Techniques
[Re: Hummel]
#410325
11/01/12 09:47
11/01/12 09:47
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Kartoffel
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Ok ... Now brings us some indie engine that can do 3 or 4 types of these renderings ?? You're probably right but it still is possible and would be nice to see some of these techniques in an Acknex game.
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Re: Papers about Rendering Techniques
[Re: Kartoffel]
#410327
11/01/12 10:00
11/01/12 10:00
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ratchet
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You're probably right but it still is possible and would be nice to see some of these techniques in an Acknex game.It is years i don't stay on words IF or WOULD. Caus i could wait all my life wiating for features. I just use 3DGS as it is , and try to incorporate or use features when they appear. If you dream of top notch rendering and scene management , some times you'll have to use another 3D engine, or reduce what you want with 3DGS. SuperCan game use clever fullscreen effects, and shaders, and it's great 3DGS can already produce good games, forget all super papers
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Re: Papers about Rendering Techniques
[Re: ratchet]
#410332
11/01/12 10:22
11/01/12 10:22
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Kartoffel
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yeah, I agree with that.
Improvements like a better lighting system or direct x 11 implementation would be great - but again, there's the word 'would' and I don't think I can expect features like this in the next time.
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Re: Papers about Rendering Techniques
[Re: ratchet]
#410364
11/01/12 19:20
11/01/12 19:20
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JibbSmart
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Ok ... Now brings us some indie engine that can do 3 or 4 types of these renderings ?? Ratchet, 3DGS is that engine. And it can do a LOT more than 3 or 4 of those.
Formerly known as JulzMighty. I made KarBOOM!
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Re: Papers about Rendering Techniques
[Re: JibbSmart]
#410370
11/01/12 21:27
11/01/12 21:27
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Joined: Jun 2009
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Kartoffel
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Ratchet, 3DGS is that engine. And it can do a LOT more than 3 or 4 of those. Yes, but you have to create it yourself which makes it not very stable and efficient. and I don't think it is possible to get a lighting system anything similar to UE4 with the Acknex engine (at it's current state)...
Last edited by Kartoffel; 11/01/12 21:36.
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Re: Papers about Rendering Techniques
[Re: Rei_Ayanami]
#410375
11/01/12 22:06
11/01/12 22:06
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Tails01
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thanks a lot christian and hummel for these articles. I'm constantly searching for that kind of knowledge.
Last edited by Tails01; 11/01/12 22:41.
An implemented second-rate idea is better than a good idea, which gathering dust in your brain.
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Re: Papers about Rendering Techniques
[Re: Rei_Ayanami]
#410377
11/01/12 22:31
11/01/12 22:31
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Kartoffel
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You have to create it yourself in other engines too - unless you buy middleware - surprise. Of course, but as I already said some stuff like DX11 support or a better lighting system would be great.
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Re: Papers about Rendering Techniques
[Re: Kartoffel]
#412335
11/26/12 01:14
11/26/12 01:14
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Hummel
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Re: Papers about Rendering Techniques
[Re: Hummel]
#412361
11/26/12 11:44
11/26/12 11:44
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HeelX
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Thanks Hummel!!!
Btw, I have just a rough idea what spherical harmonics are and why and for what they are used for -- but can YOU recommend a paper/article/whatelse, that describes how to sample e.g. from an illuminated sphere a SH and how to calculate the lighting terms in a shader?
I want to try out two applications:
1.) placing small dummy-spheres as lightprobes in a level, so that they bake the (radiosity) lighting at that world position into a texture - which I in return convert into a leightweight SH, to be used ingame
2.) editing a SH for the whole ambient lighting in realtime by adjusting 6 directional lights on a virtual sphere by their intensity and color... question is then how to translate that into a SH. Realtime baking would be possible, too, so that I could simply apply the technique for case 1.)
Regards, -Christian
Last edited by HeelX; 11/26/12 11:45.
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Re: Papers about Rendering Techniques
[Re: oliver2s]
#412487
11/27/12 20:39
11/27/12 20:39
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Kartoffel
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Does someone knows a good paper about the advantages and disadvantaes about post-processing distance fog? Isn't distance fog always pp? or is there another technique to render it?
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Re: Papers about Rendering Techniques
[Re: HeelX]
#412491
11/27/12 21:16
11/27/12 21:16
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Kartoffel
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Distance fog is relatively cheap. You just calculate a blending factor based on the distance between the camera and the pixel and two distance thresholds (no fog and total fog). That is so cheap that it has virtually no impact on any framerate on the planet. Well you can combine it with the object shader to improve fps. If the pixel is "deeper" than fog_far - so it's fully covered in fog - then only the fog color has to be returned without calculating all the lighting / normalmapping. For very complex object shaders this CAN be good but in this case I suggest to combine the shaders with the LOD-system and "turn off" the fancy shading for objects that are far away. Besides that total-fog doesn't look good at all for 'normal conditions'.
Last edited by Kartoffel; 11/27/12 21:20.
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Re: Papers about Rendering Techniques
[Re: Kartoffel]
#412492
11/27/12 21:27
11/27/12 21:27
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HeelX
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Clipping away pixels if they are beyond the far-fog plane is a must for object shaders; besides, it makes sense to equalize the far-clip plane with the far-fog plane. --- When I think about it, there are actually some disadvantages with PP-based distance fog in some cases.
1) you need a depthmap 2) if you have alpha-objects, you are screwed
Well, if you have other distance-based PP effects (like DOF) running, 1) might be no problem at all, but if you do distance fog only for the sake of "doing it PP", it makes no sense.
2) is of a general concern and can be overcome if you are treating alpha transparency in general with mechanics like alpha-to-coverage.
Well, if you have large amounts of serious alpha-objects onscreen it might be wise to calculate the fogging on a per-pixel basis because it might look better in the end. But if you have mostly solid or cutout objects onscreen (and another effect that uses a depthmap, like DOF), do it PP.
Last edited by HeelX; 11/27/12 21:28.
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Re: Papers about Rendering Techniques
[Re: Kartoffel]
#412493
11/27/12 21:33
11/27/12 21:33
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oliver2s
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Does someone knows a good paper about the advantages and disadvantaes about post-processing distance fog? Isn't distance fog always pp? or is there another technique to render it? The other technique would be the technique Acknex uses nativly. I have the feeling that with post-processing distance fog you can get better looking results (if I compare with AAA engines) than with the current Acknex technique. But I didn't find any good papers about it yet.
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Re: Papers about Rendering Techniques
[Re: oliver2s]
#412494
11/27/12 21:43
11/27/12 21:43
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Kartoffel
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2) if you have alpha-objects, you are screwed but it should work if the fog is calculated in the object shader?
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Re: Papers about Rendering Techniques
[Re: Hummel]
#412502
11/27/12 23:55
11/27/12 23:55
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HeelX
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Hmm, with object-shaders I mean shaders which are run for each pixel drawn of an object, like a common normalmapping shader. For this case, it could be that the same pixel gets attribution from more than one object, if the objects cover that very pixel, but have different depths. With post-processing shaders I meant shaders that work on a G-Buffer or general screen-space bitmaps (like the already rendered image) and are not driven by the actual scene geometry.
Last edited by HeelX; 11/27/12 23:56.
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Re: Papers about Rendering Techniques
[Re: HeelX]
#412503
11/28/12 00:33
11/28/12 00:33
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Hummel
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But that's the point: shaders always work with geometry ("run[s] for each pixel drawn of an object") and never directly on a bitmap buffer. How would you f.i. categorize the light accumulation pass of a light pre-pass/deferred renderer, where you render bounding geometry (probably low-poly spheres) for your lights and project your G-Buffer content on it to do the lighting calculations in screen-space? What you call a "post-processing effect" is not more than rendering a full-screen quad and projecting some buffer content and it. But you can achieve the very same effect with arbitrary geometry f.i. bounding geometry to mask certain parts of the scene. I don't say that it is essentially wrong to speak of "pp-effects", but as a not-so-experienced graphics programmer this distinction can easily lead to wrong assumptions about how a described multi-pass technique actually works.
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Re: Papers about Rendering Techniques
[Re: Hummel]
#415787
01/23/13 18:30
01/23/13 18:30
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Hummel
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Re: Papers about Rendering Techniques
[Re: MasterQ32]
#418332
02/23/13 21:17
02/23/13 21:17
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Joined: Mar 2006
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Hummel
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Re: Papers about Rendering Techniques
[Re: Hummel]
#418336
02/23/13 22:06
02/23/13 22:06
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Uhrwerk
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Thank you. This list is awesome!
Always learn from history, to be sure you make the same mistakes again...
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Re: Papers about Rendering Techniques
[Re: Slin]
#421387
04/16/13 12:32
04/16/13 12:32
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HeelX
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Thanks for sharing, but I don't get it. What is this third color? Sure, it is the color, that fills the gap in bi-directional lighting and can be used in an artistic way. For an outdoor environment it is also clear that the color 1 is the sun and color 2 the ambient, but what is color 3 then??? And: how does this relate to multiple light sources in indoor scenes? Although it is simple, it slightly confuses me
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Re: Papers about Rendering Techniques
[Re: HeelX]
#421391
04/16/13 13:09
04/16/13 13:09
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Slin
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I was actually more thinking about the different lighting types on just one page, like hemispherical for ambient and bidirectional for some kind of fake, but cheap indirect illumination and so on, I also don´t completely get his final term, but at the moment, I don´t really care, I just stumbled over it searching for information on shadow filtering and slope scaled depth bias for removing surface acne. The only information I found about glPolygonOffset that was a paper from 2001 and the OpenGL specs... Finally I am using some pretty strange values and it looks good, as long as I don´t choose big filter kernels. There are however these two really usefull sites on cascaded shadow mapping and general approaches to improve shadow mapping quality: http://msdn.microsoft.com/en-us/library/windows/desktop/ee416307(v=vs.85).aspx http://msdn.microsoft.com/en-us/library/ee416324(VS.85).aspx
I am thinking about giving Exponential shadow maps a try, as for some reason jittered sampling is extremly slow, even with just 4 samples and everything else is also slow when using more than 9 samples. Probably an issue with my 2048*1536 resolution I am testing with, but still I would like it to be faster...
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Re: Papers about Rendering Techniques
[Re: Hummel]
#421693
04/23/13 08:55
04/23/13 08:55
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Slin
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Re: Papers about Rendering Techniques
[Re: Slin]
#425113
06/27/13 07:35
06/27/13 07:35
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Slin
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Re: Papers about Rendering Techniques
[Re: Slin]
#425228
06/29/13 15:44
06/29/13 15:44
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Joined: Mar 2006
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Hummel
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Re: Papers about Rendering Techniques
[Re: HeelX]
#430564
09/28/13 21:25
09/28/13 21:25
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oliver2s
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Re: Papers about Rendering Techniques
[Re: sivan]
#431268
10/12/13 13:28
10/12/13 13:28
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oliver2s
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Re: Papers about Rendering Techniques
[Re: oliver2s]
#432550
11/07/13 22:30
11/07/13 22:30
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Slin
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Found a nice little collection of test scenes: http://graphics.cs.williams.edu/data/meshes.xml (there are also commonly used images for postprocessing effects and such) And I think the Global Illumination using radiance hints paper is missing in the GI links. The technique seems to create good (although quite low res) results, is fully dynamic and I have hopes that it could actually be used for games: http://graphics.cs.aueb.gr/graphics/docs/papers/RadianceHintsPreprint.pdfThere is also the presentation: http://www.highperformancegraphics.org/previous/www_2011/media/Papers/HPG2011_Papers_Papaioannou.pdfThe only real alternative seems to be voxel cone tracing, with the big disadvantage, that it needs the precomputed voxel data (which one can update in realtime, but preferably only for dynamic things close to the camera, at least that is what unreal engine 4 does according to some paper, which is probably already in hummels post). To support many lights I am currently quite a fan of clustered shading, which splits the viewfrustum in tiles and adds the depth also. The disadvantage is, that you get many small frustums for which has to be checked which light is visible, but there are some approaches to make it fast (my current brute force approach isn´t with about 25ms :P). The big advantage over tiled shading (the same without the depth part, but instead restricted to the actual visible lights) is, that the min max check is not needed for a good performance in complex scenes. The problem with it is, that it needs the scenes depth before the final rendering with lights AND it has to read the data on the cpu for the same frame, which is a serious cpu stall, especially with multithreaded opengl and double buffering, as it not only renders the depth there but also finishes rendering the lighting of the previous frame. There is some nice presentation on clustered lighting on this page called "Practical clustered deffered and forward shading": http://advances.realtimerendering.com/s2013/
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Re: Papers about Rendering Techniques
[Re: MasterQ32]
#432673
11/11/13 11:04
11/11/13 11:04
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Joined: Mar 2006
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Hummel
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Re: Papers about Rendering Techniques
[Re: Slin]
#445447
09/09/14 16:59
09/09/14 16:59
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Hummel
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Re: Papers about Rendering Techniques
[Re: HeelX]
#445454
09/10/14 00:30
09/10/14 00:30
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Kartoffel
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Well, if you're not looking for some kind of realistic refraction it's really easy. Otherwise I don't think that it's possible without approximations or cheap fakes.
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Re: Papers about Rendering Techniques
[Re: Hummel]
#463078
11/13/16 22:36
11/13/16 22:36
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Hummel
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Super-Awesome-Somewhat-Random-Papers-CollectionGeneral Stuffs:Next-gen Mobile Rendering [interesting Unreal pp-pipe tricks] Space-filling curves for spatial data structuresHistorically Significant Papers for Computer GraphicsA Phenomenological Scattering Model for Order-Independent Transparencysoftware renderer in 500 lines of codeComputational PhotographyDeferred and Forward Rendering Approaces OverviewHow Kalman Filters WorkTightening the Precision of Perspective RenderingRealistic Real-Time Rendering of Eyes and TeethHigh-Quality Capture of EyesPeering Through a Glass, Darkly at the Future of Real-Time TransparencyThe Path to Path-Traced MoviesVR:Interaction Design in VR: Valve's LessonsMike Alger [youtube-channel] Learning from Other Disciplines, Industries, and Art FormsProcedural Stuffs:Fast Intersection-free Offset Surface Generation [simplified dual-contouring] Guided Ecological Simulation for Artistic Editing of Plant Distributions in Natural ScenesA glsl library for building signed distance functionsSpherical Fibonacci MappingFast Ray Tracing of Arbitrary Implicit Surfaces with Interval and Affine ArithmeticPseudo Lens Flare [!] Fitting Procedural Yarn Models for Realistic Cloth RenderingWater:Animating Sand, Mud, and Snow [column model] Physics:Image Processing:Low-resolution effects with depth-aware upsamplingSome details on Crytek's DoF [forum thread] Preparing for Real HDRColor:The Importance of Terminology and sRGB UncertaintyGeometry:Calculation of Reference Frames along a Space CurveAnimation|Skinning|Deformation: Quaternion Double-cover and the Rest Pose Neighborhood - 2006 [youtube] Tessellation:Real-time Rendering Techniques with Hardware TessellationVolumetric LightingPhysically-based & Unified Volumetric Rendering in Frostbite [ShaderToy]Indirect Illumination:A Comparative Study of Screen-Space Ambient Occlusion MethodsBasis Functions:Shadows:Lighting|Radiometry|BRDFs:An Intuitive Introduction to Global Illumination and Path TracingGlobal Illumination in a NutshellThe Secret Life of Photons - Simulating 2D Light TransportImplementing a Physically Based CameraMultiple-Scattering Microfacet BSDFs with the Smith Model Lighting Mirror's Edge: Catalyst [youtube] Additional Progress Towards the Unification of Microfacet and Microflake TheoriesGlitter stuffs:Real-time Rendering of Procedural Multiscale MaterialsOffline stuffs:Anti-Aliasing:Optimized Reversible Tonemapper for ResolveGPU-Programming and Architecture:Tools and Techniques for Debugging and OptimizationApproaching Zero Driver OverheadOptimizations and New DirectX Features in Just Cause 3D3D11 Texture Update CostsMath:Phase Plots of Complex Functions: A Journey in IllustrationPolynomials and the Fast Fourier Transform [elegant FFT] Interpolating Splines: Which is the fairest of them all? Adaptive Subdivision of Bezier CurvesApproximation of cubic Bezier Curves by circular Arcs and vice versaArticulating Space: Geometric Algebra for Parametric DesignBayesian and Quasi Monte Carlo Spherical Integration for Illumination Integrals [Spherical Fibonacci point sets (slide 49)] Generating random variablesFrames, Quadratures and Global Illumination: New Math for Games [spherical needlets] Blogs:Placeholder Art [PBR stuff (camera/tonemapping, lens flares, IBL)] Rich Geldreich's Tech Blog [compression stuff] Krzysztof Narkowicz's blog [pbr stuff] Brian Karis's blog [pbr stuff] optimiserly - I like to optimise thingsPublications:University Publications:Other Stuffs: Sci-Hub - public access to tens of millions of research papersResources:3D Graphics-oriented Spherical Harmonics LibraryIntroducing HLSL Tools for Visual StudioMarkdeepBob Ross’ The Joy of PaintingGratin - A programmable node-based system for GPU-friendly applications.GPU OpenGPUViewDetecting Video-Memory Overcommitment using GPUView[misc] Two Minute Papers [youtube channel] The Theory and Practice of Cameras in Side-ScrollersPCG, A Family of Better Random Number GeneratorsTwilight Princess Eyes BreakdownTearing-free drawing with GDIHow to C in 2016The Ultimate Question of Programming, Refactoring, and Everythinghttp://joeduffyblog.com/Joe Duffy's Blog [Mirdori] http://brofiler.com/http://ambientocclusion.hatenablog.com/
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