Photon 2.0.0-beta
A physically based renderer.
Loading...
Searching...
No Matches
Bibliography
[1]

Laurent Belcour. Efficient rendering of layered materials using an atomic decomposition with statistical operators. ACM Transactions on Graphics (Proceedings of SIGGRAPH), 37(4):73:1–73:15, July 2018.

[2]

Brent Burley. Physically-based shading at Disney. In Practical Physically-Based Shading in Film and Game Production, pages 10:1–10:7, Los Angeles, California, 2012.

[3]

Robert L. Cook and Kenneth E. Torrance. A reflectance model for computer graphics. Computer Graphics (Proceedings of SIGGRAPH), 15(3):307–316, August 1981.

[4]

Jonathan Dupuy and Anis Benyoub. Sampling visible GGX normals with spherical caps. Proceedings of High Performance Graphics, 42, August 2023.

[5]

Bram Greve. Reflections and refractions in ray tracing. December 2006.

[6]

Toshiya Hachisuka and Henrik Wann Jensen. Stochastic progressive photon mapping. ACM Transactions on Graphics (Proceedings of SIGGRAPH Asia), 28(5):130:1–130:8, December 2009.

[7]

Toshiya Hachisuka, Shinji Ogaki, and Henrik Wann Jensen. Progressive photon mapping. ACM Transactions on Graphics (Proceedings of SIGGRAPH Asia), 27(5):130:1–130:8, December 2008.

[8]

Eric Heitz. Understanding the masking-shadowing function in microfacet-based brdfs. Journal of Computer Graphics Techniques (JCGT), 3(2):48–107, June 2014.

[9]

Wenzel Jakob, Eugene d'Eon, Otto Jakob, and Steve Marschner. A comprehensive framework for rendering layered materials. ACM Transactions on Graphics (Proceedings of SIGGRAPH), 33(4):118:1–118:14, July 2014.

[10]

Henrik Wann Jensen. Global illumination using photon maps. In Rendering Techniques (Proceedings of the Eurographics Workshop on Rendering), pages 21–30, Vienna, June 1996. Springer-Verlag.

[11]

James T. Kajiya. The rendering equation. Computer Graphics (Proceedings of SIGGRAPH), 20(4):143–150, August 1986.

[12]

Claude Knaus and Matthias Zwicker. Progressive photon mapping: A probabilistic approach. ACM Transactions on Graphics, 30(3):25:1–25:13, May 2011.

[13]

Johann Heinrich Lambert. Photometria: Sive de Mensura et Gradibus Luminis, Colorum et Umbrae. 1760.

[14]

André Mazzone and Chris Rydalch. Standard Shader Ball: A Modern and Feature-Rich Render Test Scene. In SIGGRAPH Asia 2023 Technical Communications, SA '23, pages 1–3, New York, NY, USA, November 2023. Association for Computing Machinery.

[15]

Michael Oren and Shree K. Nayar. Generalization of Lambert's reflectance model. In Annual Conference Series (Proceedings of SIGGRAPH), pages 239–246, New York, NY, USA, 1994. ACM Press.

[16]

A. J. Preetham, Peter Shirley, and Brian Smits. A practical analytic model for daylight. In Annual Conference Series (Proceedings of SIGGRAPH), SIGGRAPH '99, pages 91–100, USA, July 1999. ACM Press.

[17]

Christophe Schlick. An inexpensive brdf model for physically-based rendering. Computer Graphics Forum, 13(3):233–246, August 1994.

[18]

T. S. Trowbridge and K. P. Reitz. Average irregularity representation of a rough surface for ray reflection. Journal of the Optical Society of America, 65(5):531–536, May 1975.

[19]

Eric Veach and Leonidas J. Guibas. Optimally combining sampling techniques for Monte Carlo rendering. In Annual Conference Series (Proceedings of SIGGRAPH), volume 29, pages 419–428. ACM Press, August 1995.

[20]

Bruce Walter, Stephen R. Marschner, Hongsong Li, and Kenneth E. Torrance. Microfacet models for refraction through rough surfaces. In Rendering Techniques (Proceedings of the Eurographics Symposium on Rendering), pages 195–206. Eurographics Association, June 2007.

[21]

Andrea Weidlich and Alexander Wilkie. Arbitrarily layered micro-facet surfaces. In Proceedings of the 5th International Conference on Computer Graphics and Interactive Techniques in Australia and Southeast Asia, Proceedings of GRAPHITE, pages 171–178, New York, NY, USA, December 2007. Association for Computing Machinery.