@InProceedings{wallace80merging, author = {Bruce A. Wallace}, title = {Merging and Transformation of Raster Images for Cartoon Animation}, booktitle = "SIGGRAPH", year = {1980} } @TechReport{meneveaux02reshading, author = {Meneveaux, D. and Subrenat, G. and Fournier, A.}, title = {Reshading Lightfields}, month = {March}, year = {2002}, note = {No 2002-01 IRCOM/SIC}, } @InProceedings{mortensen95intelligent, author = {Eric N. Mortensen and William A. Barrett}, title = {Intelligent scissors for image composition}, booktitle = "22nd annual conference on Computer graphics and interactive techniques", year = {1995} } @InProceedings{smith96blue, author = {Alvy Ray Smith and James F. Blinn}, title = {Blue screen matting}, booktitle = "23rd annual conference on Computer graphics and interactive techniques", year = {1996} } @Book{rost04opengl, author = {Randi J. Rost}, title = {OpenGL Shading Language}, publisher = {Addison-Wesley}, year = {2004}, } @InProceedings{roman04interactive, author = {Augusto Roman and Gaurav Garg and Marc Levoy}, title = {Interactive Design of Multi-Perspective Images for Visualizing Urban Landscapes}, booktitle = " IEEE Visualization", year = {2004} } @InProceedings{rademacher98multiple, author = {Paul Rademacher and Gary Bishop}, title = {Multiple-Center-of-Projection Images}, booktitle = "{SIGGRAPH} 1998, Computer Graphics Proceedings", year = {1998} } @article (sgiext, author = "Konstantine Iourcha and Krishna Nayak and Zhou Hong", title = "System and Method for Fixed-Rate Block-Based Image Compression with Inferred Pixel Values", journal = "US Patent 5,956,431" ) @inproceedings{anonymous, author = {Anonymous} } @inproceedings{barsky02introducing, author = {B. A. Barsky and A. W. Bargteil and D. D. Garcia and S. Klein}, title = {Introducing Vision-Realistic Rendering}, booktitle = {Eurographics Rendering Workshop (Poster)}, year = {2002} } @inproceedings{platt71lenticular, author = {B. Platt and R. Shack}, title = {Lenticular Hartmann-screen}, booktitle = {Optical Science Center}, location = {University of Arizona}, year = {1971} } @inproceedings{barsky04vision, author = {Brian A. Barsky}, title = {Vision-realistic rendering: simulation of the scanned foveal image from wavefront data of human subjects}, booktitle = {APGV '04: Proceedings of the 1st Symposium on Applied perception in graphics and visualization}, year = {2004}, isbn = {1-58113-914-4}, pages = {73--81}, location = {Los Angeles, California}, doi = {http://doi.acm.org/10.1145/1012551.1012564}, publisher = {ACM Press}, address = {New York, NY, USA}, } @InProceedings{porter84compositing, author = {Thomas Porter and Tom Duff}, title = {Compositing Digital Images}, booktitle = "Computer Graphics Volume 18, Number 3", year = {1984}, pages = {253--259} } @book{fielding, author = {Raymond Fielding}, title = {The Technique of Special Effects Cinematography}, publisher = {Focal/Hastings House, London, third edition}, year = {1972} } @INPROCEEDINGS{chuang01bayesian, AUTHOR = {Yung-Yu Chuang and Brian Curless and David H. Salesin and Richard Szeliski}, TITLE = {A Bayesian Approach to Digital Matting}, YEAR = {2001}, MONTH = {December}, BOOKTITLE = {Proceedings of IEEE CVPR 2001}, PUBLISHER = {IEEE Computer Society}, VOLUME = {2}, PAGES = {264--271}, LOCATION = {Kauai, Hawaii}, } @InProceedings{proudfoot01real, author = {Kekoa Proudfoot and William R. Mark and Svetoslav Tzvetkov and Pat Hanrahan}, title = {A Real-time Procedural Shading System for Programmable Graphics Hardware}, booktitle = "{SIGGRAPH} 2001, Computer Graphics Proceedings", year = {2001} } @InProceedings{cook84shade, author = {Rob Cook}, title = {Shade Trees}, booktitle = {SIGGRAPH 1984, Computer Graphics Proceedings}, year = {1984} } @InProceedings{vasilescu04tensortextures, author = {M. Alex O. Vasilescu and Demetri Terzopoulos}, title = {TensorTextures: Multilinear Image-Based Rendering}, booktitle = {ACM Transactions on Graphics (Proc. SIGGRAPH 2004)}, year = {2004} } @InProceedings{yang02real, author = {Jason C. Yang and Matthew Everett and Chris Buehler and Leonard McMillan}, title = {A Real-Time Distributed Light Field Camera}, booktitle = {Eurographics Workshop on Rendering} } @InProceedings{wilburn05high, author = {Bennett Wilburn and Neel Joshi and Vaibhav Vaish and Eino-Ville Talvala and Emilio Antunez and Adam Barth and Andrew Adams and Mark Horowitz and Marc Levoy}, title = {High Performance Imaging Using Large Camera Arrays}, booktitle = {ACM Transactions on Graphics (Proc. SIGGRAPH 2005)}, year = {2005} } @InProceedings{sen05dual, author = {Pradeep Sen and Billy Chen and Gaurav Garg and Stephen R. Marschner and Mark Horowitz and Marc Levoy and Hendrik P. A. Lensch}, title = {Dual Photography}, booktitle = {ACM Transactions on Graphics (Proc. SIGGRAPH 2005)}, year = {2005} } @InProceedings{mcguire05defocus, author = {Morgan McGuire and Wojciech Matusik and Hanspeter Pfister and John F. Hughes and Fr\'{e}do Durand}, title = {Defocus Video Matting}, booktitle = {ACM Transactions on Graphics (Proc. SIGGRAPH 2005)}, year = {2005}, annote = {Uses three coaxial video cameras: pinhole, foreground and background focused cameras to extract mattes per frame. They formulate the equations that describe the color of a pixel in each of the images in terms of alpha, F, and B, thus having a total of 9 equations (3 rgb at each of 3 camera images) for the 7 unknowns (alpha, F, B). They also compute trimaps by examining the frequency content of the images. Texture surfaces in focus will have high frequency. The discuss optimization techniques (using gradient descent with an analytic Jacobian) with regularization} } @InProceedings{duff85compositing, author = {Tom Duff}, title = {Compositing 3-D Rendered Images}, booktitle = {SIGGRAPH 1985, Computer Graphics Proceedings}, year = {1985} } @InProceedings{chuang02video, author = {Yung-Yu Chuang and Aseem Agarwala and Brian Curless and David H. Salesin and Richard Szeliski}, title = {Video Matting of Complex Scenes}, booktitle = {ACM Transactions on Graphics (Proc. SIGGRAPH 2002)}, year = {2002}, annote = {Uses optical flow to smoothly transition the tri-maps over the video sequence, and runs Bayesian matting on each tri-map.} } @article (yafray, author = "yafray", title = "yafray", journal = "http://www.yafray.org/" ) @article (dmich_gantry, author = "Marc Levoy", title = "The Stanford Large Statue Scanner", journal = "http://graphics.stanford.edu/projects/mich/mgantry-in-lab/mgantry-in-lab.html", year = "2004" ) @article (gantry, author = "Marc Levoy", title = "Stanford Spherical Gantry", journal = "http://graphics.stanford.edu/projects/gantry", year = "2004" ) @InProceedings{kurzion96continuous, author = {Yair Kurzion and Roni Yagel}, title = {Continuous and Discontinuous Deformation using Ray Deflectors}, booktitle = {Proc. GRAPHICON 1996}, year = {1996} } @Unpublished{warren03barycentric, author = {J. Warren and S. Schaefer and A. Hirani and M. Desbrun}, title = {Barycentric Coordinates for Smooth Convex Sets (submitted)}, } @InProceedings{gain01preventing, author = {James E. Gain and Neil A. Dodgson}, title = {Preventing Self-Intersection under Free-Form Deformation}, booktitle = {IEEE Transactions on Visualization and Computer Graphics}, year = {2001} } @InProceedings{levoy04synthetic, author = {Marc Levoy and Billy Chen and Vaibhav Vaish and Mark Horowitz and Ian McDowall and Mark Bolas}, title = {Synthetic aperture confocal imaging}, booktitle = {ACM Transactions on Graphics (Proc. SIGGRAPH 2004)}, year = {2004} } @InProceedings{goesele03accurate, author = {Michael Goesele and Xavier Granier and Wolfgang Heidrich and Hans-Peter Seidel 1}, title = {Accurate light source acquisition and rendering}, booktitle = {ACM Transactions on Graphics (Proc. Siggraph 2003)}, year = {2003} } @InProceedings{barr84global, author = {Alan Barr}, title = {Global and local deformations of solid primitives}, booktitle = {Proc. SIGGRAPH 1984}, year = {1984} } @InProceedings{sederberg86free, author = {Thomas W. Sederberg and Scott R. Parry}, title = {Free-form deformation of solid geometry models}, booktitle = {Proc. SIGGRAPH 1986}, year = {1986} } @Book{Johnston95, author = {Ollie Johnston and Frank Thomas}, editor = {}, title = {The Illusion of Life: Disney Animation}, publisher = {Disney Editions}, year = {1995} } @InProceedings{beier02feature, year = "1992", author = "Thaddeus Beier and Shawn Neely", title = "Feature-Based Image Metamorphosis", series = "Annual Conference Series", booktitle = "SIGGRAPH 1992, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", annote = "Shows how to morph between two given images. Feature lines are specified in both source and destination images. A simple 2D warping technique is specified based on the location of the lines. The morphed image first interpolates the feature lines to the intermediate frame, then performs standard image blending. Multiple lines can be specified and weighted based on the distance to such lines." } @InProceedings{sun04poisson, year = "2004", author = "Jian Sun and Jiaya Jia and Chi-Keung Tang and Heung-Yeung Shum", title = "Poisson Matting", series = "Annual Conference Series", booktitle = "SIGGRAPH 2004, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", annote = "Proposes a technique for matte extraction: I = aF+(1-a)B. uses tri-maps and needs to fill in a values (and iteratively, F, B values) for unknown region Omega of the tri-map. Global poisson matting assumes the gradients of F and B are small so can approximate dI = (F-B)dalpha. Therefore alpha function can be formed as a Poisson equation. Determining the F-B values for the unknown points in Omega is done by estimating from nearest-neighbor. For regions where gradF and gradB are not close to 0, use the full equation for gradI over a user-supplied region. Allow the user to pick the best color channel to minimize gradF and gradB, and allow the user to perform filtering operations on the gradient imgaes. Results: they need ground truth (a perfect matte), and exactly how much uer intervention is necessary? There are still artifacts when F=B in color (which is always a tough case)." } @InProceedings{wang03view, year = "2003", author = "Lifeng Wang and Xi Wang and Xin Tong and Stephen Lin and Shimin Hu and Baining Guo and Heung-Yeung Shum", title = "View-Dependent Displacement Mapping", series = "Annual Conference Series", booktitle = "SIGGRAPH 2003, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", annote = "Displacement maps are normally in the direction of the normal to the reference surface, they compute displacement maps in the view direction. The VDM is represented as a high-dimensional texture-map: with 2d-texture coordinates referencing a 4D view-light direction function. Compression of the data is done using SVD on the VDM and the maximal polar view angle map (MVM) (?). The technique runs in real-time using per-pixel shading. They show that only a few terms are needed to represent a good-looking VDM. Limitations: doesn't handle inter-reflections, no samples from real world data." } @InProceedings{mitchell92illumination, year = "1992", author = "Don Mitchell and Pat Hanrahan", title = "Illumination from Curved Reflectors", series = "Annual Conference Series", booktitle = "SIGGRAPH 1992, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", annote = "Finds illumination on a surface due to one-bounce reflection from a curved reflector (shiny surface). The intersection points are found from the extremal paths from the light source to the surface via the mirrors. This part is an optimization over points defined by the implicit function g(x) = 0. Next, the wavefront is tracked from the light source to the reflector surface, and its reflection wavefront is calculated. The wavefront completely describes the nature of the illumination. In particular, the irradiance at a point due to a wavefront is proportional to the Gaussian curvature of the wavefront at that point. In other words, the higher the curvature, the higher density (energy / volume), until it reaches infinity at a caustic. Paper also discusses different optimization techniques for solving non-linear systems, and their implementation using a push-down stack. Note: the wavefront tracking is a local computation along the extremal ray, it is NOT a global calculation." } @InProceedings{chuang00environment, year = "2000", author = "Yung-Yu Chuang and Douglas E. Zongker and Joel Hindorff and Brian Curless and David H. Salesin and Richard Szeliski", title = "Environment Matting Extensions: Towards Higher Accuracy and Real-Time Capture", series = "Annual Conference Series", booktitle = "SIGGRAPH 2000, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", annote = "Two major extensions from the 1999 paper on environment matting: 1) higher quality mattes from using wavelength-dependent oriented gaussians (instead of axis-aligned rectangles) and that the gaussians can occur multiple times on a texture (as opposed to once in the axis-aligned rectangles case) 2) real-time capture of an object with a single background. They sweep a gaussian stripe over the monitors and measure the intensity response in the pixel. It turns out that the intensity response will also be gaussian as the stripe sweeps over the monitor. This allows them to determine the sweeping Gaussian's center location and std used to excite the pixel by finding the modes of each gaussian in the x and y direction, intersecting them to find the mode of the gaussian on the texture. During the single-image matte extraction, they simplify the number of unknowns they need to solve for in each pixel by assuming a colorless, fully specular (or refractive) foreground. They use a colormap to do the texture pixel-to-camera pixel correspondance. Also has a hack for specular high lights, when the observed camera pixel color is brighter than the texture color being emitted, it is assumed to be a specular highlight." } @InProceedings{zongker99environment, year = "1999", author = "Douglas E. Zongker and Dawn M. Werner and Brian Curless and David H. Salesin", title = "Environment Matting and Compositing", series = "Annual Conference Series", booktitle = "SIGGRAPH 1999, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", annote = {Introduces the environment matte, a matte that captures both foreground and background coverage and the amount of light transmitted from the environment through the foreground to the pixel: C = F + (1-a)B + phi. a is alpha, denoting only pixel coverage. phi is the function describing the contribution of any light from the environment that reflects from or refracts through the foreground element (to pixel p). Their assumptions: 1) environment is distant 2) reflectance function is constant over a pixel 3) environment illumination is represented as textures maps (ie: forming a cube) 4) contribution from a texture map is approximated by K times some axis-aligned region in texture map. They first estimate the foreground F and coverage a by looking at 2 backdrops B and B'. They solve for R (which is rectangle in texturemap) and F. To refine R and a by taking more backdrops and minimizing an error function (which is basically the matting equation = 0). The reduce the dimensionality of the search problem for R (the 4 sides of the rectangle) by first optimizing over left and right (with vertical bars) and top and bottom (with horizontal bars). They also do some limited depth correction by having the backdrop at two known depth locations, and doing linear interpolation of the rectangles found on both depth planes to get the "rectangle" on the interpolated depth. They talk about using elliptical Gaussians instead of rectangles and a paint program which considers reflection properties.} } @InProceedings{lorensen87marching, year = "1987", author = "William E. Lorensen and Harvey E. Cline", title = "Marching Cubes: A High Resolution 3D Surface Construction Algorithm", series = "Annual Conference Series", booktitle = "SIGGRAPH 1987, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", annote = "Technique for taking in volumetric slices from scanned data and converting user-selected iso-surfaces to triangular polygons with computed normals at the vertices. Triangles are computed from cubes, which are constructed from 4 points from each 2 adjacent slices. The vertices of the cubes are evaluated to see if they lie inside or outside of the selected surface (but how does one do that?). The 1-0 sequence pattern over the cube vertices is used to index into an edge-surface intersection table. Once the appropriate edges are found, surface-edge intersections are computed, and interpolated across the cube face. The normal to the surface is found by the gradient of the density function. The density function is constant in the direction tangent to the iso-surface, therefore directions that are not constant will be the normal to the surface. The normals at the cube vertices are computed through central differencing on the density function, then the approporiate normals at triangle vertices are found from interpolating the cube vertices. Extensions include exploting coherence when moving from one cube to another, and boolean operations. http://www.essi.fr/~lingrand/MarchingCubes/applet.html" } @InProceedings{cook84distributed, year = "1984", author = "Robert L. Cook and Thomas Porter and Loren Carpenter", title = "Distributed Ray Tracing", series = "Annual Conference Series", booktitle = "SIGGRAPH 1984, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", annote = "Computing the intensity of light reflected from a surface involves finding the solution to a complicated integral. Their solution lies in point samples of the integral, which results in distributing the rays about certain directions (ie: towards the light, or in the reflection direction). This form of 'distributed ray tracing' can also be applied in the time domain for motion blur, for shadow rays for soft shadows, gloss, translucency, depth of field (distributing on the lens)." } @InProceedings{perez2003poisson, year = "2003", author = "Patrick P\\'{e}rez and Michel Gangnet and Andrew Blake", title = "Poisson Image Editing", series = "Annual Conference Series", booktitle = "SIGGRAPH 2003, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", annote = "Problem they solve is that there is a hole in an image that needs to be filled. We know the values at of the image at the hole boundaries (boundary conditions). Because humans are less perceptive to slow gradient changes, they formulate the interpolation problem as finding the image function whose sum gradient is minimized. It turns out that the solution to this problem is the classic Laplace equation. However, this method blurs out the image a bit. Instead, we minimize the difference in the gradient of the function to some user specified gradient vector field v. V can be the source image, or a combination of the pasting image and source image. This new minimization formulation turns out to have the same solution as a Poisson equation. By varying v, we can perform such image editing operations to affect texture, illumination, color of objects lying in the region or make a tileable rectangular section." } @InProceedings{barzel97lighting, author = {Ronen Barzel}, title = {Lighting Controls for Computer Cinematography}, year = {1997}, booktitle = {Journal of Graphics Tools}, volume = {2(1)}, pages = {1--20}, annote = {Introduces a new lighting model with more controls for lighting computer graphics film. Graphics gives us more flexibility in what lighting effects we want to control: shape, placement, texture of lights. This paper focuses on lighting features of textures and shadows. Key properties of lighting model: selection (on/off), shape, cross-section is general shape, soft edges, cuton/cutoff. Shadowing: selection, direction, sharing, fake, trimming, softening. } } @inproceedings{perlin85image, author = "Ken Perlin", title = "An Image Synthesizer", booktitle = "{SIGGRAPH} 1985, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", year = "1985", annote = "Introduction to the pixel stream editor (PSE), which is a mapping from input pixels to output pixels. Good for modifying normals, colors, with fast iteractions. Introduces solid textures (same as 3d textures), and various noise functions and how to simulate water, fire, marble." } @inproceedings{peachey85solid, author = "Darwyn R. Peachey", title = "Solid Texturing of Complex Surfaces", booktitle = "{SIGGRAPH} 1985, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", year = "1985", annote = "Basic intro to solid textures, or 3d textures. Texture is defined over a 3D space (x,y,z). Several advantanges over surface textures: easier to handle patch discontinuities, surface complexity can cause 2d textures headaches. Mainly synthetic textures, since real digitized 3d textures are hard to make. Projection functions are 2d textures projected onto surface (in 3d texture domain). Combination functions take a bunch of textures functions and weight them to combine them." } @inproceedings{kajiya86rendering, author = "James T. Kajiya", title = "The Rendering Equation", booktitle = "{SIGGRAPH} 1986, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", year = "1986", annote = "Presents the rendering equation: an integral representing light transport and reflectance. Talks about several approaches to solving this recursive integral: 1) neumann series, 2) utah approximation (only first iteration of scattering), 3) whitted (scattering model is diffuse and specular) 4) distributed ray tracing (scattering model is a pdf for diffuse and specular) 5) radiosity (assumes lambertian) 6) markov chains. Talks in more detail about Markov chains: a 'path' is a row or col of scattering matrix, a markov chain where states are points on a path, and a path is a collection of states and transitions. Hence, the prob of a path is product of probability of transitions. Hierarchical sampling: squential (with a twist). use a tree to map out sampling intervals. When deciding where to send a new sample, traverse tree (randomly or in an importance-sampling kinda way), to get to a leaf. At leaf, subdivide region and place sample in new regiion. With hierarchicial integration, each internal node contains integral up to that point. Adaptive hierarchical integration uses thresholds to decide how to traverse tree (paper doesn't use this). Nonuniform sampling deals with how to subdivide leaf node (according to median of some pdf). Path tracing only traces one path through scene (according to sample strategies), as opposed to ray tracing, which splits multiple times for any given path. Path tracing can do caustics and color bleeding in the about same amount of time as standard distributed ray tracing." } @inproceedings{williams83pyramidal, author = "Lance Williams", title = "Pyramidal Parametrics", booktitle = "{SIGGRAPH} 1983, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", year = "1983", annote = "prefiltering and sampling geometry which minimizes aliasing effects. pyramid of textures, bilinear between levels, tri/quadalinear within a level. weakness: symmetrical filter at each level. anti-aliasing of highlights. levels of detail for surface geometry." } @inproceedings{blinn76texture, author = "James F. Blinn and Martin E. Newell", title = "Texture and Reflection in Computer Generated Images", booktitle = "{SIGGRAPH} 1976, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", year = "1976", annote = "used texture mapping with reflectance on Catmull's surface patches. subdivision surface gives accurate values for normal and surface pt for ray reflection. textures need to be anti aliased (pre filtered) before display: instead of area-based filtering, used a pyramid with 2x2 pixel base to anti-alias. example textures include synthetic, scanned, anamorphic, hand sketched, or fourier synthesized (inverse fourier transform on a spectrum). Introduces the environment map: a spherical surface surrounding the object, for which reflect rays index into. can combine reflectances with texture map as well. " } @inproceedings{kajiya89rendering, author = "James T. Kajiya and Timothy L. Kay", title = "Rendering Fur with Three Dimensional Textures", booktitle = "{SIGGRAPH} 1989, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", year = "1989", annote = " generalization of volume rendering. At each voxel (they call it a texel), contains a scalar for the density of projected unit area of a volume cell of microsurfaces, a vector field of frames for surfaces within the voxel and a vector field of brdf's. Rendering with texels involves computing the brightness along a ray: line integral of brightness at each pt of the ray. The brighness at a point on the ray is calculated by recursively computing incident illumination from light sources to that point, multiplying that by the brdf, computing the transparency of the computed brightness to the eye, and weighting against the density (more dense it is, the more it reflects to the eye). In practice, the summuation is computed with statefied monte carlo sampling: break the ray up into segments, and randomly sample a point in each segment, and compute its brightness, sum over all segments to compute the brightness of the ray reaching the eye. Also, discussion of mapping texels to 3d world (6 faces go to 6 bilinear patches), mapping ray intersections from world to texel space. Example of computing the lighting model for hair: geometry is a cylinder, diffuse reflection computed as an integral about the visible angles to the light of N.L, the specular is similar to Phong, except that the reflection angle lies in a cone (not its interior though), and cos^p term is the angle between the viewing dir and the closet reflection angle in the cone surface. Challenges: geometry to texels. texels to complex scenes." } @inproceedings{cook81reflectance, author = "Robert L. Cook and Kenneth E. Torrance", title = "A Reflectance Model for Computer Graphics", booktitle = "{SIGGRAPH} 1981, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", year = "1981", annote = "reflectance model where there are BRDFs for specular, diffuse and ambient terms (ambient is linear combination of specular and diffuse BRDFs). Scan-line rendering with spectral values. reflected spectral values are function of incident light spectrum and properties of material -- mostly everything is wavelength dependent. Fresnel equation predicts color shift of specular component at grazing angles. examples of plastics and metals." } @inproceedings{stollnitz95wavelets1, author = "Eric J. Stollnitz and Tony D. DeRose and David H. Salesin", title = "Wavelets for Computer Graphics: A Primer Part 1", booktitle = "IEEE Computer Graphics and Applications", year = "1995", annote = "Introduction to wavelets. Harr wavelet basis functions. scaling functions, wavelet functions, image compression by using fewer wavelets, harr wavelet transforms of images, image compression" } @inproceedings{stollnitz95wavelets2, author = "Eric J. Stollnitz and Tony D. DeRose and David H. Salesin", title = "Wavelets for Computer Graphics: A Primer Part 2", booktitle = "IEEE Computer Graphics and Applications", year = "1995", annote = "continuation of wavelets. matrix formulation of scaling functions, wavelet functions, and their respective coefficient matrices P, Q. filter banks: recursive process of computing low-resolution part and details. multi-resolution analysis. getting spline wavelets. multiresolution curves and surfaces." } @inproceedings{perlin89hypertexture, author = "Ken Perlin and Eric M. Hoffert", title = "Hypertexture", booktitle = "{SIGGRAPH} 1989, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", year = "1989", annote = "objects are modeled as Object Density Functions, 1.0 where interior, 0.0 on outside, and a soft region [0,1]. Density Modulation Functions modulates the soft region of a density function: bias, gain, noise, turbulence. Can do noisy spheres, hair and fur (via modulating length of hair with noise). Ray marching algorithm through 3d data: avoids aliasing by stopping the ray when the frequency is higher than the step size. computes opacity iteratively, stops when opacity is unity. parallelized/distrubed by throwing many processors as it, since ray color computation is independent per ray." } @InProceedings{devlin02tone, author = {Kate Devlin and Alan Chalmers and Alexander Wilkie and Werner Purgathofer}, title = {Tone Reproduction and Physically Based Spectral Rendering}, year = {2002}, booktitle = {Eurographics}, annote = { overview of spectrally based rendering and tone reproduction. For spectral rendering, talks about dispersion in dielectric materials, polarization, graphs of EM fields, the full fresnel terms (reflection and retardance), florescence and bispectral reflectivity. For tone reproduction, global, local, time dependent, JND's, etc. In implementation of a spectral renderer: coherence matrices, stokes vectors, muller matrices (describes light interaction w/ surface), representations of the spectrum.} } @Misc{arvo90ray, author = {James Arvo}, title = {Ray Tracing with Meta-Hierarchies}, howpublished = {Siggraph 90 Advanced Topics in Ray Tracing Course Notes}, year = {1990}, annote = {hybrid ray tracing techniques combine two or more accelerated ray-tracing algorithms. notion of an aggegrate object: a geometric object with a ray-tracing scheme associated with it. meta-hierarchies are defined as a tree of such aggregate objects, so can have many different accelerated techniques. drawbacks: extra level of indirection, careful book keeping among different acceleration techniques. future: analyzing performance. appendix for computing how good a bounding box is..based on conditional probability of hitting an object, given that the ray hits the bounding box (reduces to ratio of surface areas). } } @InProceedings{moller97fast, author = {Tomas M\"{o}ller and Ben Trumbore}, title = {Fast, Minimum Storage Ray/Triangle Intersection}, year = {1997}, booktitle = {Journal of Graphics Tools}, volume = {2(1)}, pages = {21--28}, annote = " minimum storage of triangles (just 3 verts in 3d) instead of plane equation and bounding edges for triangle, uses parametric equation of line and barcentric coords for triangle and solves for t,u,v: parametric t for line, barycentric coords for intersection point in triangle. uses determinants to solve linear system, and determinant tells whether ray is close to parallel to triangle (so final division to get t,u,v is not necessary for shadow rays, which only need to determine intersection, and not intersection point " } @InProceedings{whitted80improved, author = {Turner Whitted}, title = {An Improved Illumination Model for Shaded Diplay}, year = {1980}, booktitle = {CACM}, pages = {343--349}, annote = {ray tracing, recursive, accounting for refraction and reflection, should use reflection and transmission coeffs from fresnel, diffuse component same from phong's lighting model, bounding volumes, ray trees, supersampling and avg'ing down} } @InProceedings{appel68techniques, author = {Arthur Appel}, title = {Some techniques for shading machine renderings of solids}, year = {1968}, booktitle = {AFIPS Joint Conference}, annote = {shading wireframes with + or other symbols, uses projected area rule and lambertian surface (cos law), pt-2-pt: ray trace, determine shadow boundaries, cutting plane to find coherency(?)} } @Article{goldstein71visual, author = {Robert A. Goldstein and Roger Nagel}, title = {3-D Visual Simulation}, journal = {Simulation}, year = {1971}, annote = {one of the earliest ray-tracers, called, 'visual simulation', models with CSG, diffuse surface assumption, director's language} } @inproceedings{cohen85hemicube, author = "Michael F. Cohen and Donald P. Greenberg", title = "The Hemi-Cube a Radiosity Solution for Complex Environments", booktitle = "{SIGGRAPH} 1985, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", year = "1985", annote = "good intro to radiosity, explains nusset analog, approximates projected area of a patch (to the sphere) by a hemi cube, then projects that area to the circle to get form factor. bilinear interpolation of patch values to get polygon indices." } @inproceedings{blinn77models, author = "James F. Blinn", title = "Models of Light Reflection for Computer Sythesized Pictures", booktitle = "{SIGGRAPH} 1977, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", year = "1977", annote = "overview of models of reflection: purely diffuse, phong, torrance-sparrow. Torrance-sparrow model described in most detail: surface modeled as a collection of mirror-like microfacets. orientation of mirrors is described by a probability distribution (they used gaussian). describes cases of light shadows and masks (G term) and fresnel reflection. compares phong with this model where facet distribution is ellipsoids. Results basically say that shallow angles with surface make better (than phong) specular highlights. also can apply textures to modulate the parameters of the distrubtion function." } @inproceedings{kolb95realistic, author = "Craig Kolb and Don Mitchell and Pat Hanrahan", title = "A Realistic Camera Model for Computer Graphics", booktitle = "{SIGGRAPH} 1995, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", year = "1995", annote = "camera model with lens system, thick lens approximation, 4x4 transform for thick lens, exit pupil calculation, focusing, real exposure (which is lower than standard pinhole camera values), importance sampling, stratified sampling, good square to disk mappings that preserve uniformity" } @inproceedings{greenberg97framework, author = "Donald P. Greenberg and Kenneth E. Torrance and Peter Shirley and James Arvo and James A. Ferwerda and Sumanta Pattanaik and Eric Lafortune and Bruce Walter and Sing-Choong Foo and Ben Trumbore", title = "A Framework for Realistic Image Synthesis", booktitle = "{SIGGRAPH} 1997, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", year = "1997", annote = "3 parts: brdf acquisition, light transport, perceptual issues" } @InProceedings{Miller:1995:VHR, author = "Gavin Miller", title = "Volumetric Hyper-Reality, {A} Computer Graphics Holy Grail for the 21st Century ?", booktitle = "Graphics Interface '95", editor = "Wayne A. Davis and Przemyslaw Prusinkiewicz", year = "1995", organization = "Canadian Information Processing Society", publisher = "Canadian Human-Computer Communications Society", month = "may", pages = "56--64", note = "ISBN 0-9695338-4-5", keywords = "3D display, volume rendering, invisibility, virtual reality, hyper-reality", annote = " holy grail for new 3d rendering (volumetric) ideas including invisibility, tele-immersion, etc." } @inproceedings{ zwicker01surface, author = "Matthias Zwicker and Hanspeter Pfister and Jeroen van Baar and Markus Gross", title = "Surface Splatting", booktitle = "{SIGGRAPH} 2001, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", editor = "Eugene Fiume", pages = "371--378", year = "2001", url = "citeseer.nj.nec.com/zwicker01surface.html" } @inproceedings{ anderson00tangible, author = "David Anderson and James L. Frankel and Joe Marks and Aseem Agarwala and Paul Beadsley and Jessica Hodgins and Darren Leigh and Kathy Ryall and Eddie Sullivan and Jonathan S. Yedidia", title = "Tangible Interaction + Graphical Interpretation: A New Approach to 3D Modeling", booktitle = "{SIGGRAPH} 2000, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", year = "2000", OPTannote = "modeling interface with leggos (automatic self-model realization) and clay (with vision and silhouettes)" } @inproceedings{ kalnins02wysiwyg, author = "Robert D. Kalnins and Lee Markosian and Barbara J. Meier and Michael A. Kowalski and Joseph C. Lee and Philip L. Davidson and Matthew Web and John F. Hughes and Adam Finkelstein", title = "WYSIWYG NPR: Drawing Strokes Directly on 3D Models", booktitle = "{SIGGRAPH} 2002, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", year = "2002", OPTannote = "a user interface (systems paper) for allowing an artist to draw strokes and augment a 3d model. Mobile hatching for lighting and fake shadows" } @inproceedings{rubine91gestures, author = "Dean Rubine", title = "Specifying Gestures by Example", booktitle = "{SIGGRAPH} 1991, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", pages = "329--337", year = "1991" } @inproceedings{ fattal02gradient, author = "Raanan Fattal and Dani Lischinski and Michael Werman", title = "Gradient Domain High Dynamic Range Compression", booktitle = "{SIGGRAPH} 2002, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", year = "2002", OPTannote = "attentuating gradient magnitudes, fitting a best\ image I to an unintegratable gradient image G, poisson equation" } @article{ shade98layered, author = "Jonathan W. Shade and Steven J. Gortler and Li-Wei He and Richard Szeliski", title = "Layered Depth Images", journal = "Computer Graphics", volume = "32", number = "{Annual Conference Series}", pages = "231--242", year = "1998", url = "citeseer.nj.nec.com/shade98layered.html" } @InProceedings{Langer97LightSource, author = {Michael S. Langer and Steven W. Zucker}, title = {What is a Light Source?}, booktitle = {Proc. Computer Vision and Pattern Recognition Conf. (CVPR)}, year = {1997}, OPTannote = {definition of light sources, categorization, model} } @InProceedings{hertzmann-image, year = "2001", title = "Image Analogies", url = "citeseer.nj.nec.com/hertzmann01image.html", author = "Aaron Hertzmann and Charles E. Jacobs and Nuria Oliver and Brian Curless and David H. Salesin", keywords = "Image-Based Rendering", series = "Annual Conference Series", booktitle = "SIGGRAPH 2001, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH", } @inproceedings{ pfister00surfels, author = "Hanspeter Pfister and Matthias Zwicker and Jeroen van Baar and Markus Gross", title = "Surfels: Surface Elements as Rendering Primitives", booktitle = "Siggraph 2000, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH / Addison Wesley Longman", editor = "Kurt Akeley", pages = "335--342", year = "2000", url = "citeseer.nj.nec.com/pfister00surfels.html" } @InProceedings{Chuang2002, year = "2002", title = "Video Matting of Complex Scenes", author = "Yung-Yu Chuang and Aseem Agarwala and Brian Curless and David H. Salesin and Richard Szeliski", keywords = "video matting opacities", series = "Annual Conference Series", booktitle = "SIGGRAPH 2002, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH" } @InProceedings{Welsh2002, year = "2002", author = "Tomihisa Welsh, Michael Ashikhmin, Klaus Mueller", title = "Transferring Color to Greyscale Images", keywords = "matching luminace, applying chromacities", series = "Annual Conference Series", booktitle = "SIGGRAPH 2002, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH" } @inproceedings{levoy2000, author = "Marc Levoy and Kari Pulli and Brian Curless and Szymon Rusinkiewicz and David Koller and Lucas Pereira and Matt Ginzton and Sean Anderson and James Davis and Jeremy Ginsberg and Jonathan Shade and Duane Fulk", title = "The Digital Michelangelo Project: 3{D} Scanning of Large Statues", booktitle = "Siggraph 2000, Computer Graphics Proceedings", publisher = "ACM Press / ACM SIGGRAPH / Addison Wesley Longman", editor = "Kurt Akeley", pages = "131--144", year = "2000", url = "citeseer.nj.nec.com/levoy00digital.html" }