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 Scratch

General Stuffs:
Deferred Rendering for Current and Future Rendering Pipelines
Art and Technology of Whiteout
Real-time Atmospheric Effects in Games
Natural Light Phenomena
Shading 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 Storage
Calibrating Lighting and Materials in Far Cry 3
Nightsky
The Technology Behind the DirectX 11 Unreal Engine 3 Samaritan Demo
Ureal Engine 4 Technology
Tiled Forward Shading Links
Intersecting Lights with Pixels [Reasoning about Forward and Deferred Rendering]
Applications of Temporal Coherence in Real-Time Rendering
Consistent Normal Interpolation
Ambient Aperture Lighting
On Depth Recovery from Gradient Vector Fields
Starcraft 2 : Effects & Techniques
Terrain Rendering Using GPU-Based Geometry Clipmaps
SSLPV: Subsurface Light Propagation Volumes
A Reconstruction Filter for Plausible Motion Blur
Lighting and Material of Halo 3
Rendering from Compressed HDR Textures
Clustered Deferred and Forward Shading
Photographic Tone Reproduction for Digital Images
Alpha Blending: To Pre or Not To Pre
Sparse Voxel Octree Ray Tracing on the GPU
GigaVoxels [voxel cone tracing concept]
Resolution Independent Curve Rendering
Improved Alpha-Tested Magnification for Vector Textures and Special Effects
Terrain in Battlefield 3: A modern, complete and scalable system
Covering New Ground: Foliage Rendering Rendering in Pure
Everything about Particle Effects
Graphics Gems for Games - Findings from Avalanche Studios
Local Image-based Lighting with Parallax-corrected Cubemaps
Interactive Smooth and Curved Shell Mapping [Crysis3's alternative to tessellation]
Fast And Accurate Visibility Preprocessing
University of Utah - NPRR papers (f.i. The Lit Sphere)
]Killzone: Shadow Fall - Postmortem
An Image-space Technique for Real-time Caustics [Website]
Order-Independent Transparency in DirectX11
Order Independent Transparency with Per-Pixel Linked Lists
Practical Clustered Shading
Shadows Decals: D3D10 techniques from Frostbite
Lighting Research at Bungie
Regressions in RT Rendering: LittleBigPlanet Post Mortem
Sparse Low-degree IMplicits (SLIM)
A Laplacian Based Approach for Free-Form Deformation of SLIM Surfaces
Virtual Texture Terrain
Deferred Shading Optimizations
k+-buffer: Fragment Synchronized k-buffer
Image-Space Hardware-Based Rendering of Constructive Solid Geometry
Maximizing Depth Buffer Range and Precision
Multi-Hit Ray Traversal
Estimating Curvatures and Their Derivatives on Triangle Meshes
Realtime texture quilting
Assassin’s Creed 4: Road to Next-gen Graphics, GDC 2014
Creation and Rendering of Realistic Trees
The Technology Behind the “Unreal Engine 4 Elemental demo”
Circle-of-Confusion Stuff
A Fast and Stable Feature-Aware Motion Blur Filter
PracticalPhotorealistic Skin Rendering and Antialiasing
Dynamic Sand Simulation and Rendering in Journey [.pptx]
Deformable Snow Rendering in Batman: Arkham Origins
High Quality Elliptical Texture Filtering on GPU
Content-Adaptive Image Downscaling
Controllable Magic Frost Simulations for 'Rise of the Guardians'
Texts Rasterization Exposures
Conservative and Tiled Rasterization Using a Modified Triangle Setup
Physically Based Camera Rendering
BF3: Culling the Battlefield
Rendering Fields of Grass
Antialiased 2D Grid, Marker, and Arrow Shaders
A Survey of Volumetric Illumination Techniques for Interactive Volume Rendering
Light probe interpolation using tetrahedral tessellations
Combatting Rendering Latency
CryEngine3 Graphic Gems [.pptx]
Rasterization: A Practical Implementation
How to draw a Black Hole
Jump Flooding in GPU with Applications to Voronoi Diagram and Distance Transform
Zelda: Wind waker Tech and Texture Analysis
A Survey of Efficient Representations for Independent Unit Vectors
Implementing Median Filters in XC4000E FPGAs
Tightening the Precision of Perspective Rendering
[infinite projection matrix]
Ray Reordering Techniques for GPU Ray-Cast Ambient Occlusion
State of the Art in Artistic Editing of Appearance, Lighting, and Material
Next-gen Mobile Rendering [interesting Unreal pp-pipe tricks]
Space-filling curves for spatial data structures
Historically Significant Papers for Computer Graphics
A Phenomenological Scattering Model for Order-Independent Transparency
software renderer in 500 lines of code
Computational Photography
Deferred and Forward Rendering Approaces Overview
How Kalman Filters Work
Tightening the Precision of Perspective Rendering
Realistic Real-Time Rendering of Eyes and Teeth
High-Quality Capture of Eyes
Peering Through a Glass, Darkly at the Future of Real-Time Transparency

The Path to Path-Traced Movies
Correlated Multi-Jittered Sampling
The Visual Effects of Infamous: Second Son
AA Patterns for Point Sets with Controlled Spectral Properties
Drawing Ellipses Using Filled Rectangles
The Order 1886: used PP-Effects

VR:
Advanced VR Rendering [Valve]
Interaction Design in VR: Valve's Lessons
Mike Alger [youtube-channel]
Learning from Other Disciplines, Industries, and Art Forms

Procedural stuffs and related:
Improving Noise
Simplex noise
Simplex noise demystified
Graphical Interface Models for Procedural Mesh Growing
Improving Gabor Noise
ProceduralNoise using Sparse Gabor Convolution
Gabor Noise by Example
The Importance of Being Noisy: Fast, High Quality Noise
Gettin’ Procedural
Enhanced Sphere Tracing
Procedural Content Generation in Games
Modeling Trees with a Space Colonization Algorithm
Implicit Surfaces Course Siggraph 96
Distance Aware Ray Tracing for Curves
Simplex Noise, keeping it simple
3D Distance Fields: A Survey of Techniques and Applications
Adaptively Sampled Distance Fields: A General Representation of Shape for Computer Graphics
Vector-to-Closest-Point Octree for Surface Ray-Casting
Modeling Real-World Terrain with Exponentially Distributed Noise [Comments by Sean Barrett]
Distance Transforms of Sampled Functions
Closest Point Coordinate Fields
Fast Intersection-free Offset Surface Generation [simplified dual-contouring]
Guided Ecological Simulation for Artistic Editing of Plant Distributions in Natural Scenes
A glsl library for building signed distance functions
Spherical Fibonacci Mapping
Fast Ray Tracing of Arbitrary Implicit Surfaces with Interval and Affine Arithmetic
Pseudo Lens Flare [!]
Fitting Procedural Yarn Models for Realistic Cloth Rendering


Water:
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 waves
Real-time Realistic Ocean Lighting [Seamless Transitions from Geometry to BRDF]
Ocean Surface Simulation
Ocean-Wave Spectra
Beaufort scale
Assassin’s Creed III: Water-Tech [coarse overview]
Water Technology of Uncharted
Ocean Optics Web Book
Dynamic Simulation of Splashing Fluids

Physics:
Real-Time Fluid Dynamics for Games
Curl-Noise for Procedural Fluid Flow
Position Based Fluids
Advanced Volumetric Effects for Games
Real time fluid simulation and control using the Navier-Stokes equations
Codimensional Non-Newtonian Fluids

Air Meshes for Robust Collision Handling
Physically-Based Realistic Fire Rendering
Wavelet Turbulence for Fluid Simulation

Ron Fedkiw - Research

Image Processing:
Image and Video Abstraction by Anisotropic Kuwahara Filtering
Anisotropic Kuwahara Filtering with Polynomial Weighting Functions
Image and Video Abstraction by Multi-scale Anisotropic Kuwahara Filtering
Image and Video Abstraction by Coherence-Enhancing Filtering
Image and Video Based Painterly Animation
Fast O(1) bilateral Filtering using trigonometric range kernels
Adaptive bilateral Filtering using local phase characteristics
A Fast, Small-Radius GPU Median Filter
An Edge Detection Method in DCT Domain
Interactive watercolor rendering with temporal coherence and abstraction
RealBrush: Painting with Examples of Physical Media
Super-Resolution From a Single Image
Real-time noise-aware tone mapping
Optimized Quasi-Interpolators for Image Reconstruction
Low-resolution effects with depth-aware upsampling
Some details on Crytek's DoF [forum thread]
Preparing for Real HDR

Color:
The rehabilitation of gamma
How To Avoid Equidistant HSV Colors
HCL : A New Perceptually Uniform Color Space
HSP Color Model - Alternative to HSV (HSB) and HSL
Escaping RGBland: Selecting Colors for Statistical Graphics
Generating Color Palettes using Intuitive Parameters
Colour Space Conversions
The CIE XYZ and xyY Color Spaces
Colour spaces - perceptual, historical and applicational background
Color conversion math and formulas
Human eye sensitivity and photometric quantities
Gamma error in picture scaling
Banding in Games: A Noisy Rant [!]
Color Banding Removal [shadertoy]
Tone Mapping High Dynamic Range Videos using Wavelets
Computer Color is Broken [gamma correctness explained by MinutePhysics][youtube]
Colour Rendering of Spectra
Retinex Poisson Equation: a Model for Color Perception
The Importance of Terminology and sRGB Uncertainty

XYZ- and RGB-color matching functions

Geometry:
Building an Edge List for an Arbitrary Mesh
Computing Tangent Space Basis for an Arbitrary Mesh
Dual Marching Cubes: Primal Contouring of Dual Grids [slides]
Dual Marching Cubes
Fast generation of pointerless octree duals
Triangulation by Ear Clipping
GPU-accelerated Path Rendering
Interior Distance Using Barycentric Coordinates
Marching Diamonds for Unstructured Meshes
Efficient and High Quality Contouring of Isosurfaces on Uniform Grids
paniq's gists [World's Tiniest* Marching Tetrahedron]
Dual Contouring of Hermite Data

Analysis and Acceleration of High Quality Isosurface Contouring
Tetrahedra-based Volumetric Meshes [papers list]
Trivial Connections on Discrete Surfaces
Dual Marching Tetrahedra: Contouring in the Tetrahedronal Environment
Regularised marching tetrahedra
Calculation of Reference Frames along a Space Curve

Animation|Skinning|Deformation:
A Beginners Guide to Dual-Quaternions
Dual Quaternions for Rigid Transformation Blending
Spherical Skinning with Dual-Quaternions and QTangents
Flexible Muscle-Based Locomotion for Bipedal Creatures
An Indie Approach to Procedural Animation [!]
Accurate and Efficient Lighting for Skinned Models
Key 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 Curves
Dual-Quaternions [sample dq-class]
Destiny Character-Animation
Approximating Slerp
The Starfish Rig - Humanoid rig with 6 bones
Quaternion Double-cover and the Rest Pose Neighborhood - 2006 [youtube]

Tessellation:
Curved PN Triangles
Scalar Tagged PN Triangles
Approximating Catmull-Clark Subdivision Surfaces with Bicubic Patches
Semi-Smooth Creases in Catmull-Clark Subdivision Surfaces
Feature Adaptive GPU Rendering of Catmull-Clark Subdivision Surfaces
Rendering Very Large, Very Detailed Terrains
D3D11 Tessellation [PN-Triangles]
Real-time Rendering Techniques with Hardware Tessellation

Volumetric Lighting
Prefiltered Single Scattering [fast]
A Practical Analytic Model for Daylight
Deferred Rendering of Planetary Terrains with Accurate Atmospheres
Rendering Outdoor Light Scattering in Real Time [GDC Presentation]
Real-Time Volumetric Shadows using 1D Min-Max Mipmaps
Practical Implementation of Light Scattering Effects [Using Epipolar Sampling and 1D Min/Max Binary Trees]
A Practical Analytic Single Scattering Model for Real Time Rendering
Practical Implementation of Light Scattering Effects
Real-time Volumetric Lighting in Participating Media
Sky/Atmospheric Rendering [lots of links and papers]
Screen-Space Perceptual Rendering of Human Skin
Physically-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 Images
Real-Time Screen-Space Scattering in Homogeneous Environments
Efficient Monte Carlo Methods for Light Transport in Scattering Media [Covers a lot of related fundamental topics like radiometry, spherical hamonics, etc.]
Subsurface Texture Mapping
Image-Space SSS for Deformable Translucent Objects
Interactive Cloud Rendering Using Temporally-Coherent Photon Mapping
Planetary Atmospheres with Multiple Scattering in Real-Time
Volumetric Lighting for Many Lights in Lords of the Fallen
Volumetric Fog in AC4
Optical Models for Direct Volume Rendering [basics of absorption, emission and scattering; the physics of alpha-compositing]
Practical Real-Time Lens-Flare Rendering
Importance Sampling Techniques for Path Tracing in Participating Media shadertoy illustration
Henyey-Greenstein and Rayleigh phase functions
Physically-based & Unified Volumetric Rendering in Frostbite [ShaderToy]

Oskar Elek - Research

Indirect Illumination:
Screen Space Directional Occlusion
The Alchemy Screen-Space Ambient Obscurance Algorithm
Cascaded Light Propagation Volumes for Real-Time Indirect Illumination
Approximate Global Illumination in Real-Time
Ambient occlusion using cone tracing with scene voxelization
Ambient Occlusion Fields and Decals in Infamous 2
Multi-view Ambient Occlusion with Importance Sampling
Interactive Indirect Illumination Using Voxel Cone Tracing [more info in GigaVoxels]
Imperfect Shadow Maps for Efficient Computation of Indirect Illumination
Indirekte Beleuchtung mit Antiradiance-Splatting im Bildraum [German]
Fast Generation of Directional Occlusion Volumes
Deferred Radiance Transfer Volumes
summary of some basic techniques for pre-baked GI
Image-Based Proxy Accumulation for Real-Time Soft Global Illumination
Radiosity overview
Hardware-Accelerated Global Illumination by Image Space Photon Mapping
Toward Practical Real-Time Photon Mapping: Efficient GPU Density Estimation
Fast Global Illumination Approximations on Deep G-Buffers
Realtime Global Illumination techniques collection
Cascaded Voxel Cone Tracing in The Tomorrow Children
Interactive Diffuse Global Illumination Discretization Methods For Dynamic Environments
Octree-Based Sparse Voxelization Using the GPU Hardware Rasterizer
Global Illumination Compendium
WebGL Deferred Irradiance Volumes
Scalable Ambient Obscurance [state of the art SSAO]
Point-Based Global Illumination for Movie Production
The Technology Of The Tomorrow Children
A Gentle Introduction to Precomputed Radiance Transfer
Corners Don't Look Like That: Regarding SSAO
Computing Skylight for 2D Height Fields
A Comparative Study of Screen-Space Ambient Occlusion Methods


Basis Functions:
Spherical Harmonics
Stupid Spherical Harmonics (SH) Tricks
Spherical Harmonic Lighting: The Gritty Details
An Efficient Representation for Irradiance Environment Maps
Spherical Radial Basis Function
Precomputed radiance transfer using spherical radial basis functions
Cosine Lobes for Interactive Direct Lighting in Dynamic Scenes
Efficient Spherical Harmonic Evaluation
Reconstructing Diffuse Lighting from SH-Data
On the relationship between radiance and irradiance [SH cosine lobe code]

Shadows:
Shadow Mapping: GPU-based Tips and Techniques
Dual paraboloid shadow mapping
Sample Distribution Shadow Maps + [slides]
A Survey of Real-time Soft Shadows Algorithms
Advanced Soft Shadow Mapping Techniques
Variance Shadow Maps
Exponential Shadow Maps
Rendering Antialiased Shadows using Warped Variance Shadow Maps [includes a section about Exponential Variance Shadow Maps]
Camera Space Shadow Maps
Rectilinear Texture Warping for Fast Adaptive Shadow Mapping
Real-time soft shadow mapping by backprojection [not really real-time, but interactive at least]
CSM Scrolling
Multi-View Soft Shadows
Sub-Pixel Shadow Mapping
Per-Triangle Shadow Volumes Using a View-Sample Cluster Hierarchy
Efficient Virtual Shadow Maps for Many Lights
Rendering Antialiased Shadows with Depth Maps [original PCF introduction]
Compact precomputed voxelized shadows
Soft Shadow Mapping [WebGL Demos of various techniques]
Moment Shadow Mapping