[Batall03]
RenderMan, theory and practice
SIGGRAPH 2003 course 9
[CHH03]
GPU algorithms for radiosity and subsurface scattering
N. A. Carr et al.
[CTW+04]
Shell texture functions
Yanyun Chen et al. SIGGRAPH'04
[DEJ+99]
Modeling and rendering of weathered stone
J. Dorsey et al. SIGGRAPH'99
[DS03]
Translucent shadow maps
C. Dachsbacher et al. EGSR'03
[FJB04]
Perceiving translucent materials
R. W. Fleming
[GLL+04]
DISCO - acquisition of translucent objects
Michael Goesele, Hendrik P.A.Lensch, Jochen Lang, Christian Fuchs, Hans-Peter Seidel. SIGGRAPH'04
[Goesele04]
New acquisition techniques for real objects and light sources in computer graphics
Michael Goesele. Ph.D. dissertation
[Gosselin04]
Real time skin rendering
D. Gosselin, ATI Research
[HBV03]
Interactive subsurface scattering for translucent meshes
Xuejun Hao et al.
[HK93]
Reflection from layered surfaces due to subsurface scattering
Pat Hanrahan and Wolfgang Krueger SIGGRAPH'93
[HV04]
Real-time rendering of translucent meshes
Xuejun Hao et al. TOG'04
[JB02]
A rapid hierarchical rendering technique for translucent materials
H.W.Jensen et al. SIGGRAPH'02
[JLD99]
Rendering of wet materials
H.W.Jensen et al. EGSR'99
[JML+01]
A practical model for subsurface light transport
H.W.Jensen et al. SIGGRAPH'01
[Koutajoki02]
A practical model for subsurface light transport
H.W.Jensen et al. SIGGRAPH'01
[KPH+03]
A model for volume lighting and modeling
J. Kniss et al. TVCG
[LGB+02]
Interactive rendering of translucent objects
H. P. A. Lensch et al. PG'02
[MJC03]
Light scattering from human hair fibers
S. R. Marschner et al. SIGGRAPH
[MKB+03a]
Interactive rendering of translucent deformable objects
T. Mertens et al. EGSR'03
[MKB+03b]
Efficient rendering of local subsurface scattering
T. Mertens et al. PG'03
[MPZ+02]
Acquisition and rendering of transparent and refractive objects
W. Matusik et al. EGSR'02
[MWL+99]
Image-based BRDF measurement including human skin
S. Marschner et al. EGSR'99
[PH00]
Monte Carlo evaluation of non-linear scattering equations for subsurface reflection
Matt Pharr and Pat Hanrahan, SIGGRAPH'00
[SGM04]
Real-time skin rendering on graphics hardware
P. V. Sander et al.
[Stam95]
Multiple scattering as a diffusion process
J. Stam. egsr'95
[ZC03]
Shadows and soft shadows with participating media using splatting
Caixia Zhang et al. TVCG
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