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Last changed: September 23, 2013
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<P>This is the bibliography of the Third Edition of the book <I>Real-Time Rendering</I>. Since many of the references have web resources associated with them, we have made this hyperlinked version of the bibliography available. The <a href="refs1.html">First Edition</a> and <a href="refs2.html">Second Edition</a> bibliographies are also available.
<P>If we don't have a link or the link is dead, try <a href="http://scholar.google.com/"><b>Google Scholar</b></a> to find papers.
Other useful sites are <a href="http://citeseerx.ist.psu.edu/"><b>CiteSeer</b></a> and <a href="http://liinwww.ira.uka.de/bibliography/"><b>The Collection of Computer Science Bibliographies</b></a>.
<OL>
<LI> Abrash, Michael, <I>Michael Abrash's Graphics Programming Black Book, Special Edition</I>, The Coriolis Group, Inc., Scottsdale, Arizona, 1997. <a href="http://www.ddj.com/articles/2001/0165/0165f/0165f.htm">http://www.ddj.com/articles/2001/0165/0165f/0165f.htm</a>
<LI> Aguru Images, Inc. website. <a href="http://www.aguruimages.com/">http://www.aguruimages.com/</a>
<LI> Aila, T., and V. Miettinen, <I>Umbra Reference Manual</I>, Hybrid Holding Ltd., Helsinki, Finland, October 2000.
<LI> Aila, Timo, and Ville Miettinen, "dPVS: An Occlusion Culling System for Massive Dynamic Environments," <I>IEEE Computer Graphics and Applications</I>, vol. 24, no. 2, pp. 86-97, March 2004.
<LI> Airey, John M., John H. Rohlf, and Frederick P. Brooks Jr., "Towards Image Realism with Interactive Update Rates in Complex Virtual Building Environments," <I>Computer Graphics (1990 Symposium on Interactive 3D Graphics)</I>, vol. 24, no. 2, pp. 41-50, March 1990.
<LI> Airey, John M., <I>Increasing Update Rates in the Building Walkthrough System with Automatic Model-Space Subdivision and Potentially Visible Set Calculations</I>, Ph.D. Thesis, Technical Report TR90-027, Department of Computer Science, University of North Carolina at Chapel Hill, July 1990.
<LI> Akeley, K., and T. Jermoluk, "High-Performance Polygon Rendering," <I>Computer Graphics (SIGGRAPH '88 Proceedings)</I>, pp. 239-246, August 1988.
<LI> Akeley, K., P. Haeberli, and D. Burns, tomesh.c, a C-program on the <I>SGI Developer's Toolbox CD</I>, 1990.
<LI> Akeley, Kurt, "RealityEngine Graphics," <I>Computer Graphics (SIGGRAPH 93 Proceedings)</I>, pp. 109-116, August 1993.
<LI> Akeley, Kurt, and Pat Hanrahan, "Real-Time Graphics Architectures," Course CS448A Notes, Stanford University, Fall 2001. <a href="http://graphics.stanford.edu/courses/cs448a-01-fall">http://graphics.stanford.edu/courses/cs448a-01-fall</a>
<LI> Akenine-Möller, Tomas, "Fast 3D Triangle-Box Overlap Testing," <I>journal of graphics tools</I>, vol. 6, no. 1, pp. 29-33, 2001. <a href="http://jgt.akpeters.com/papers/AkenineMoller01">http://jgt.akpeters.com/papers/AkenineMoller01</a>
<LI> Akenine-Möller, Tomas, and Ulf Assarsson, "On the Degree of Vertices in a Shadow Volume Silhouette," <I>journal of graphics tools</I>, vol. 8, no. 4, pp. 21-24, 2003. <a href="http://jgt.akpeters.com/papers/AkenineMollerAssarsson03">http://jgt.akpeters.com/papers/AkenineMollerAssarsson03</a>
<LI> Akenine-Möller, Tomas, and Jacob Ström, "Graphics for the Masses: A Hardware Rasterization Architecture for Mobile Phones," <I>ACM Transactions on Graphics</I>, vol. 22, no. 3, pp. 801-808, 2003.
<LI> Akenine-Möller, Tomas, Jacob Munkberg, and Jon Hasselgren, "Stochastic Rasterization using Time-Continuous Triangles," <I>Graphics Hardware</I>, pp. 7-16, August 2007.
<LI> Akenine-Möller, Tomas, and Jacob Ström, "Graphics Processing Units for Handhelds," <I>Proceedings of the IEEE</I>, vol. 96, no. 5, pp. 779--789, May 2008. <a href="http://graphics.cs.lth.se/research/papers/2008/GPUhandheld/">http://graphics.cs.lth.se/research/papers/2008/GPUhandheld/</a>
<LI> Alexa, Marc, "Recent Advances in Mesh Morphing," <I>Computer Graphics Forum</I>, vol. 21, no. 2, pp. 173-197, 2002.
<LI> Aliaga, D., J. Cohen, H. Zhang, R. Bastos, T. Hudson, and C. Erikson, "Power Plant Walkthrough: An Integrated System for Massive Model Rendering," Technical Report TR no. 97-018, Computer Science Department, University of North Carolina at Chapel Hill, 1997. <a href="ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html">ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html</a>
<LI> Aliaga, D., J. Cohen, A. Wilson, H. Zhang, C. Erikson, K. Hoff, T. Hudson, W. Stürzlinger, E. Baker, R. Bastos, M. Whitton, F. Brooks Jr., and D. Manocha, "A Framework for the Real-Time Walkthrough of Massive Models," Technical Report UNC TR no. 98-013, Computer Science Department, University of North Carolina at Chapel Hill, 1998. <a href="ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html">ftp://ftp.cs.unc.edu/pub/publications/techreports/FILE.html</a>
<LI> Aliaga, D., J. Cohen, A. Wilson, E. Baker, H. Zhang, C. Erikson, K. Hoff, T. Hudson, W. Stürzlinger, R. Bastos, M. Whitton, F. Brooks, and D. Manocha, "MMR: An Interactive Massive Model Rendering System Using Geometric and Image-Based Acceleration," <I>Proceedings 1999 Symposium on Interactive 3D Graphics</I>, pp. 199-206, April 1999.
<LI> Aliaga, Daniel G., and Anselmo Lastra, "Automatic Image Placement to Provide A Guaranteed Frame Rate," <I>Computer Graphics (SIGGRAPH 1999 Proceedings)</I>, pp. 307-316, August 1999.
<LI> Aliaga, Daniel G., Thomas Funkhouser, Dimah Yanovsky, and Ingrid Carlbom, "Sea of Images," <I>Proceedings of IEEE Visualization</I>, pp. 331-338, 2002. <a href="http://www.cs.princeton.edu/gfx/proj/soi/soi.html">http://www.cs.princeton.edu/gfx/proj/soi/soi.html</a>
<LI> Andersson, Fredrik, "Bezier and B-Spline Technology," M.Sc. Thesis, Umeâ Universitet, 2003. <a href="http://www.cs.umu.se/education/examina/Rapporter/461.pdf">http://www.cs.umu.se/education/examina/Rapporter/461.pdf</a>
<LI> Andersson, Johan, "Terrain Rendering in Frostbite Using Procedural Shader Splatting," <I>SIGGRAPH 2007 Advanced Real-Time Rendering in 3D Graphics and Games course notes</I>, 2007. <a href="http://ati.amd.com/developer/gdc/2007/Andersson-TerrainRendering(Siggraph07).pdf">http://ati.amd.com/developer/gdc/2007/Andersson-TerrainRendering(Siggraph07).pdf</a>
<LI> Andújar, Carlos, Javier Boo, Pere Brunet, Marta Fairén, Isabel Navazo, Pere Pau Vázquez, and Àlvar Vinacua, "Omni-directional Relief Impostors," <I>Computer Graphics Forum</I>, vol. 26, no. 3, pp. 553-560, 2007. <a href="http://s217587280.mialojamiento.es/resources/ORIs.pdf">http://s217587280.mialojamiento.es/resources/ORIs.pdf</a>
<LI> Annen, Thomas, Jan Kautz, Frédo Durand, and Hans-Peter Seidel, "Spherical Harmonic Gradients for Mid-Range Illumination," <I>Eurographics Symposium on Rendering (2004)</I>, pp. 331-336, June 2004. <a href="http://www.mpi-inf.mpg.de/~tannen/">http://www.mpi-inf.mpg.de/~tannen/</a>
<LI> Annen, Thomas, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, and Jan Kautz, "Convolution Shadow Maps," <I>Eurographics Symposium on Rendering (2007)</I>, 51-60, June 2007. <a href="http://www.mpi-inf.mpg.de/~tannen/">http://www.mpi-inf.mpg.de/~tannen/</a>
<LI> Ankrum, Dennis R., "Viewing Distance at Computer Workstations," <I>WorkPlace Ergonomics</I>, pp. 10-12, Sept./Oct. 1996. <a href="http://www.ur-net.com/office-ergo/viewing.htm">http://www.ur-net.com/office-ergo/viewing.htm</a>
<LI> Ansari, Marwan Y., "Image Effects with DirectX 9 Pixel Shaders," in Engel, Wolfgang, ed., <I>ShaderX<sup>2</sup>: Shader Programming Tips and Tricks with DirectX 9</I>, Wordware, pp. 481-518, 2004. <a href="http://www.realtimerendering.com/resources/shaderx/">download book</a>
<LI> Antonio, Franklin, "Faster Line Segment Intersection," in David Kirk, ed., <I>Graphics Gems III</I>, Academic Press, pp. 199-202, 1992. <a href="http://www.graphicsgems.org">http://www.graphicsgems.org</a>
<LI> Apodaca, Anthony A., and Larry Gritz, <I>Advanced RenderMan: Creating CGI for Motion Pictures</I>, Morgan Kaufmann, 1999.
<LI> Apodaca, Anthony A., "How PhotoRealistic RenderMan Works," in <I>Advanced RenderMan: Creating CGI for Motion Pictures</I>, Morgan Kaufmann, 1999. Also in <I>SIGGRAPH 2000 Advanced RenderMan 2: To RI_INFINITY and Beyond course notes</I>, 2000. <a href="http://www.renderman.org/RMR/Books/infbeyond.pdf.gz">http://www.renderman.org/RMR/Books/infbeyond.pdf.gz</a>
<LI> Arge, L., G. S. Brodal, and R. Fagerberg, "Cache-Oblivious Data Structures," Chapter 34 in <I>Handbook of Data Structures</I>, CRC Press, 2005.
<LI> Arkin, Esther M., Martin Held, Joseph S. B. Mitchell, and Steven S. Skiena, "Hamiltonian Triangulations for Fast Rendering," <I>The Visual Computer</I>, vol. 12, no. 9, pp. 429-444, 1996.
<LI> Arvo, James, "A Simple Method for Box-Sphere Intersection Testing," in Andrew S. Glassner, ed., <I>Graphics Gems</I>, Academic Press, pp. 335-339, 1990. <a href="http://www.graphicsgems.org">http://www.graphicsgems.org</a>
<LI> Arvo, James, "Ray Tracing with Meta-Hierarchies," <I>SIGGRAPH '90 Advanced Topics in Ray Tracing course notes</I>, Volume 24, 1990. <a href="http://www.cs.caltech.edu/~arvo/papers.html">http://www.cs.caltech.edu/~arvo/papers.html</a>
<LI> Arvo, James, ed., <I>Graphics Gems II</I>, Academic Press, 1991. <a href="http://www.graphicsgems.org">http://www.graphicsgems.org</a>
<LI> Arvo, James, "The Irradiance Jacobian for Partially Occluded Polyhedral Sources," <I>Computer Graphics (SIGGRAPH 94 Proceedings)</I>, pp. 343-350, July 1994.
<LI> Arvo, Jukka, and Timo Aila, "Optimized Shadow Mapping Using the Stencil Buffer," <I>journal of graphics tools</I>, vol. 8, no. 3, pp. 23-32, 2003. Also collected in reference #71.
<LI> Arvo, Jukka, Mika Hirvikorpi, and Joonas Tyystyjärvi, "Approximate Soft Shadows Using an Image-Space Flood-Fill Algorithm," <I>Computer Graphics Forum</I>, vol. 23, no. 3, pp. 271-280, 2004. <a href="http://www.cs.utu.fi/~jarvo/">http://www.cs.utu.fi/~jarvo/</a>
<LI> Ashdown, Ian, <I>Radiosity: A Programmer's Perspective</I>, John Wiley & Sons, Inc., 1994.
<LI> Ashikhmin, Michael, Simon Premoze, and Peter Shirley, "A Microfacet-Based BRDF Generator," <I>Computer Graphics (SIGGRAPH 2000 Proceedings)</I>, pp. 67-74, July 2000.
<LI> Ashikhmin, Michael, and Peter Shirley, "An Anisotropic Phong Light Reflection Model," Technical Report UUCS-00-014, Computer Science Department, University of Utah, June 2000. <a href="www.cs.utah.edu/research/techreports/2000/pdf/UUCS-00-014.pdf">www.cs.utah.edu/research/techreports/2000/pdf/UUCS-00-014.pdf</a>
<LI> Ashikhmin, Michael, Simon Premoze, and Peter Shirley, "An Anisotropic Phong BRDF Model," <I>journal of graphics tools</I>, vol. 5, no. 2, pp. 25-32, 2000. <a href="www.cs.utah.edu/~shirley/papers/jgtbrdf.pdf">www.cs.utah.edu/~shirley/papers/jgtbrdf.pdf</a>
<LI> Ashikhmin, Michael, "Microfacet-based BRDFs," <I>SIGGRAPH 2001 State of the Art in Modeling and Measuring of Surface Reflection course notes</I>, August 2001.
<LI> Ashikhmin, Michael, Abhijeet Ghosh, "Simple Blurry Reflections with Environment Maps," <I>journal of graphics tools</I>, vol. 7, no. 4, pp. 3-8, 2002. <a href="www.cs.ubc.ca/~ghosh/Publications/blurry.pdf ">www.cs.ubc.ca/~ghosh/Publications/blurry.pdf </a>
<LI> Ashikhmin, Michael, and Simon Premoze, "Distribution-based BRDFs," 2007. <a href="http://www.cs.utah.edu/~premoze/dbrdf">http://www.cs.utah.edu/~premoze/dbrdf</a>
<LI> Asirvatham, Arul, and Hugues Hoppe, "Terrain Rendering Using GPU-Based Geometry Clipmaps," in Matt Pharr, ed., <I>GPU Gems 2</I>, Addison-Wesley, pp. 27-45, 2005. <a href="http://developer.nvidia.com/object/gpu_gems_2_home.html">http://developer.nvidia.com/object/gpu_gems_2_home.html</a>
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