Global Illumination Study Resources (12 MAR 2022)
Overview
Technical Paper
Offline / Static
Name | Author | Year | Conference/Journal |
---|---|---|---|
A Local Frequency Analysis of Light Scattering and Absorption | Laurent Belcour, Kavita Bala, Cyril Soler | 2014 | ACM SIGGRAPH/ACM ToG |
Ink-and-Ray: Bas-Relief Meshes for Adding Global Illumination Effects to Hand-Drawn Characters | Daniel Sykora, Ladislav Kavan, Martin Cadik, Ondrej Jamriska, Alec Jacobson, Brian Whited, Maryann Simmons, Olga Sorkine-Hornung | 2014 | ACM SIGGRAPH/ACM ToG |
Multi-Scale Rendering of Scratched Materials using a Structured SV-BRDF Model | Boris Raymond, Gael Guennebaud, Pascal Barla | 2016 | ACM SIGGRAPH/ACM ToG |
Antialiasing Complex Global Illumination Effects in Path-space | Laurent Belcour, Ling-Qi Yan, Ravi Ramamoorthi, Derek Nowrouzezahrai | 2017 | ACM SIGGRAPH/ACM ToG |
Reversible Jump Metropolis Light Transport using Inverse Mappings | Benedikt Bitterli, Wenzel Jakob, Jan Novak, Wojciech Jarosz | 2018 | ACM SIGGRAPH/ACM ToG |
Second-order occlusion-aware volumetric radiance caching | Julio Marco, Adrian Jarabo, Wojciech Jarosz, Diego Gutierrez | 2018 | ACM SIGGRAPH/ACM ToG |
Gradient-domain Volumetric Photon Density Estimation | Adrien Gruson, Binh-Son Hua, Nicolas Vibert, Derek Nowrouzezahrai, Toshiya Hachisuka | 2018 | ACM SIGGRAPH/ACM ToG |
A Radiative Transfer Framework for Spatially Correlated Materials | Adrian Jarabo, Carlos Aliaga, Diego Gutierrez | 2018 | ACM SIGGRAPH/ACM ToG |
Scalable Appearance Filtering for Complex Lighting Effects | Luis E. Gamboa, Jean-Philippe Guertin, Derek Nowrouzezahrai | 2018 | ACM SIGGRAPH Asia/ACM ToG |
Differentiable Monte Carlo Ray Tracing through Edge Sampling | Tzu-Mao Li, Miika Aittala, Frédo Durand, Jaakko Lehtinen | 2018 | ACM SIGGRAPH Asia/ACM ToG |
Multiple Scattering in Inhomogeneous Participating Media Using Rao-Blackwellization and Control Variates | Laszlo Szirmay-Kalos, Milan Magdics, Mateu Sbert | 2018 | EG/CGF |
MIS Compensation: Optimizing Sampling Techniques in Multiple Importance Sampling | Ondrej Karlik, Martin Sik, Petr Vevoda, Tomas Skrivan, Jaroslav Krivanek | 2019 | ACM SIGGRAPH Asia/ACM ToG |
Adversarial Monte Carlo Denoising with Conditioned Auxiliary Feature Modulation | Bing Xu, Junfei Zhang, Rui Wang, Kun Xu, Yong-Liang Yang, Chuan Li, Rui Tang | 2019 | ACM SIGGRAPH Asia/ACM ToG |
Learning generative models for rendering specular microgeometry | Alexandr Kuznetsov, Miloš Hašan, Zexiang Xu, Ling-Qi Yan, Bruce Walter, Nima Khademi Kalantari, Steve Marschner, Ravi Ramamoorthi | 2019 | ACM SIGGRAPH Asia/ACM ToG |
Learning to reconstruct shape and spatially-varying reflectance from a single image | Zhengqin Li, Zexiang Xu, Ravi Ramamoorthi, Kalyan Sunkavalli, Manmohan Chandraker | 2019 | ACM SIGGRAPH Asia/ACM ToG |
Quantifying the Error of Light Transport Algorithms | Adam Celarek, Wenzel Jakob, Michael Wimmer, Jaakko Lehtinen | 2019 | EGSR |
Adaptive Incident Radiance Field Sampling and Reconstruction Using Deep Reinforcement Learning | Yuchi Huo, Rui Wang, Ruzhang Zheng, Hualin Xu, Hujun Bao Sung-Eui Yong | 2020 | ACM SIGGRAPH/ACM ToG |
Microfacet BSDFs Generated From NDFs, Using Explicit Microgeometry | Mickaël Ribardière, Benjamin Bringier, Lionel Simonot, Daniel Meneveaux | 2020 | ACM SIGGRAPH/ACM ToG |
Robust Fitting of Parallax-Aware Mixtures for Path Guiding | Lukas Ruppert, Sebastian Herholz, Hendrik P. A. Lensch | 2020 | ACM SIGGRAPH/ACM ToG |
Stratified Markov Chain Monte Carlo Light Transport | Adrien Gruson, Rex West, Toshiya Hachisuka | 2020 | EG/CGF |
An Efficient Transport Estimator for Complex Layered Materials | Luis E. Gamboa, Adrien Gruson, Derek Nowrouzezahrai | 2020 | EG/CGF |
Spectral Mollification for Bidirectional Fluorescence | Alisa Jung, Johannes Hanika, Carsten Dachsbacher | 2020 | EG/CGF |
Deep Kernel Density Estimation for Photon Mapping | Shilin Zhu, Zexiang Xu, Henrik Wann Jensen, Hao Su, Ravi Ramamoorthi | 2020 | EGSR |
Adaptive Matrix Completion for Fast Visibility Computations with Many Lights Rendering | Sunrise Wang, Nicolas Holzschuch | 2020 | EGSR |
Neural Complex Luminaires: Representation and Rendering | Junqiu Zhu, Yaoyi Bai, Zilin Xu, Steve Bako, Edgar Velázquez-Armendáriz, Lu Wang, Pradeep Sen, Miloš Hašan, Ling-Qi Yan | 2021 | ACM SIGGRAPH/ACM ToG |
Gaussian Product Sampling for Rendering Layered Materials | Mengqi (Mandy) Xia, Bruce Walter, Christophe Hery, Steve Marschner | 2021 | EG/CGF |
Firefly removal in Monte Carlo rendering with adaptive Median of meaNs | Jerome Buisine, Samuel Delepoulle, Christophe Renaud | 2021 | EGSR |
Fast Radius Search Exploiting Ray Tracing Frameworks | I. Evangelou, G. Papaioannou, K. Vardis, A. A. Vasilakis | 2021 | JCGT |
Real-Time / Interactive / Dynamic
Name | Author | Year | Conference/Journal |
---|---|---|---|
Interactive Display of Global Illumination Solutions for Non-diffuse Environments - A Survey | Wolfgang Heidrich | 2001 | CGF |
State of the Art in Global Illumination for Interactive Applications and High-quality Animations | Cyrille Damez, Kirill Dmitriev, Karol Myszkowski | 2003 | CGF |
Real-Time Global Illumination on GPUs | Nijasure, Mangesh, Sumanta N. Pattanaik, Vineet Goel | 2005 | JGT |
The State of the Art in Interactive Global Illumination | Tobias Ritschel, Carsten Dachsbacher, Thorsten Grosch, Jan Kautz | 2012 | CGF |
Real-time Radiance Caching using Chrominance Compression | K. Vardis, G. Papaioannou, A. Gkaravelis | 2014 | JCGT |
Efficient GPU Screen-Space Ray Tracing | Morgan McGuire, Michael Mara | 2014 | JCGT |
Complex Luminaires: Illumination and Appearance Rendering | Edgar Velázquez-Armendáriz, Zhao Dong, Bruce Walter, Donald P. Greenberg | 2015 | ACM SIGGRAPH/ACM ToG |
Efficient Ray Tracing Kernels for Modern CPU Architectures | Valentin Fuetterling, Carsten Lojewski, Franz-Josef Pfreundt, Achim Ebert | 2015 | JCGT |
Fast 4D Sheared Filtering for Interactive Rendering of Distribution Effects | 2016 | ACM SIGGRAPH/ACM ToG | |
Real-Time Global Illumination Using Precomputed Illuminance Composition with Chrominance Compression | Johannes Jendersie, David Kuri, Thorsten Grosch | 2016 | JCGT |
Stochastic Light Culling | Yusuke Tokuyoshi, Takahiro Harada | 2016 | JCGT |
Interactive Reconstruction of Monte Carlo Image Sequences using a Recurrent Denoising Autoencoder | Chakravarty R. Alla Chaitanya, Anton Kaplanyan, Christoph Schied, Marco Salvi, Aaron Lefohn, Derek Nowrouzezahrai, Timo Aila | 2017 | ACM SIGGRAPH/ACM ToG |
Blockwise Multi-Order Feature Regression for Real-Time Path Tracing Reconstruction | Matias Koskela, Kalle Immonen, Markku Mäkitalo, Alessandro Foi, Timo Viitanen, Pekka Jääskeläinen, Heikki Kultala, Jarmo Takala | 2019 | ACM SIGGRAPH/ACM ToG |
MegaViews: Scalable Many-View Rendering with Concurrent Scene-View Hierarchy Traversal | Timothy R. Kol, Pablo Bauszat, Sungkil Lee, Elmar Eisemann | 2019 | EG/CGF |
Real-Time Rendering with Lighting Grid Hierarchy | Daqi Lin, Cem Yuksel | 2019 | ACM I3D/ACM CGIT |
Incrementally Baked Global Illumination | Christian Luksch, Michael Wimmer, Michael Schwarzler | 2019 | ACM I3D |
Deep Precomputed Radiance Transfer for Deformable Objects | Yue Li, Pablo Weidermann, Pablo Weidermann, Kenny Mitchell | 2019 | ACM I3D/ACM CGIT |
Fast Non-uniform Radiance Probe Placement and Tracing | Yue Wang, Soufiane Khiat, Derek Nowrouzezahrai, Paul G. Kry | 2019 | ACM I3D |
High-Quality Object-Space Dynamic Ambient Occlusion for Characters using Bi-level Regression | Binh Le, Henrik Halen, Carlos Gonzalez-Ochoa, JP Lewis | 2019 | ACM I3D |
Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields | Alexander Majercik, Jean-Philippe Guertin, Derek Nowrouzezahrai, Morgan McGuire | 2019 | ACM I3D/JCGT |
The Design and Evolution of the UberBake Light Baking System | Dario Seyb, Peter-Pike Sloan, Ari Silvennoinen, Michał Iwanicki, Wojciech Jarosz | 2020 | ACM SIGGRAPH/ACM ToG |
Glossy Probe Reprojection for Interactive Global Illumination | Simon Rodriguez, Thomas Leimkühler, Siddhant Prakash, Chris Wyman, Peter Shirley, George Drettakis | 2020 | ACM SIGGRAPH Asia/ACM ToG |
Spherical Gaussian Light-field Textures for Fast Precomputed Global Illumination | R. R. Currius, D. Dolonius, U. Assarsson, E. Sintorn | 2020 | EG/CGF |
RayCaching: Amortized Isosurface Rendering for Virtual Reality | F. Nysjö, F. Malmberg, I. Nyström | 2020 | EG/CGF |
A Survey of Multifragment Rendering | A. A. Vasilakis, K. Vardis, G. Papaioannou | 2020 | EG/CGF |
Stochastic Substitute Trees for Real-Time Global Illumination | Wolfgang Tatzgern, Benedikt Mayr, Bernhard Kerbl, Markus Steinberger | 2020 | ACM I3D |
Real-time Neural Radiance Caching for Path Tracing | Thomas Muller, Fabrice Rousselle, Jan Novak, Alex Keller | 2021 | ACM SIGGRAPH/ACM ToG |
Guided Visibility Sampling++ | Thomas Koch, Michael Wimmer | 2021 | I3D/ACM CGIT |
Moving Basis Decomposition for Precomputed Light Transport | Ari Silvennoinen, Peter-Pike Sloan | 2021 | EGSR |
ReSTIR GI: Effective Path Resampling for Real-Time Path Tracing | Yaobin Ouyang, Shiqiu Liu, Markus Kettunen, Matt Pharr, Jacopo Pantaleoni | 2021 | HPG/CGF |
Courses
Name | Author | Year | Conference/Journal |
---|---|---|---|
Fast Approximations for Global Illumination on Dynamic Scenes | Alex Evans | 2006 | ACM SIGGRAPH |
Lighting Research at Bungie | Hao Chen, Natalya Tatarchuk | 2009 | ACM SIGGRAPH |
Rendering techniques in Toy Story 3 | John-Paul Ownby, Robert Hall, Christopher Hall | 2010 | ACM SIGGRAPH |
Rendering in Cars 2 | Chris Hall, Robert Hall, David Edwards | 2011 | ACM SIGGRAPH |
Automatic Bounding of Shaders for Efficient Global Illumination | Bruce Walter | 2011 | ACM SIGGRAPH |
Real-Time Global Illumination and Reflections in Dust 514 | Hugh Malan | 2012 | ACM SIGGRAPH |
Optimizing Realistic Rendering with Many-Light Methods | Jaroslav Křivánek, Miloš Hašan, Adam Arbree, Carsten Dachsbacher, Alexander Keller, Bruce Walter | 2012 | ACM SIGGRAPH |
Multi-Scale Global Illumination in Quantum Break | Ari Silvennoinen, Ville Timonen | 2015 | ACM SIGGRAPH |
Volumetric Global Illumination at Treyarch | JT Hooker | 2016 | ACM SIGGRAPH |
A Certain Slant of Light: Past, Present and Future Challenges of Global Illumination in Games | Colin Barré-Brisebois | 2017 | ACM SIGGRAPH |
Path tracing in Production | Alexander Keller | 2018 | ACM SIGGRAPH |
Path tracing in Production | Alexander Keller | 2018 | ACM SIGGRAPH |
Are we done with Ray Tracing? | Alexander Keller | 2019 | ACM SIGGRAPH |
My favorite Samples | Luca Fascione, Johannes Hanika | 2019 | ACM SIGGRAPH |
Path tracing in Production | Alexander Keller | 2019 | ACM SIGGRAPH |
From Ray to Path Tracing: Navigating through Dimensions | Emmanuel Turquin | 2020 | ACM SIGGRAPH |
Precomputed Lighting Advances in Call of Duty: Modern Warfare | Peter-Pike Sloan, Ari Silvennoinen | 2020 | ACM SIGGRAPH |
Large-Scale Global Illumination in Call of Duty | Ari Silvennoinen | 2021 | ACM SIGGRAPH |
Radiance Caching for Real-time Global Illumination | Thomas Müller, Fabrice Rousselle, Jan Novák, Alexander Keller | 2021 | ACM SIGGRAPH |
Global Illumination Based on Surfels | Henrik Halen, Andreas Brinck, Kyle Hayward, Xiangshun Bei | 2021 | ACM SIGGRAPH |
Talks
Posters
Name | Author | Year | Conference/Journal |
---|---|---|---|
Learning Based Compression for Real-Time Rendering of Surface Light Fields | Ehsan Miandji, Joel Kronander, Jonas Unger | 2013 | ACM SIGGRAPH |
Books
Name | Author | Year |
---|---|---|
Advanced Global Illumination | Kavita Bala, Philip Dutre, Philippe Bekaert | 2003 |
GPU Gems | Randima Fernando | 2004 |
GPU Gems 2 | Matt Pharr, Randima Fernando | 2005 |
ShaderX5 | Wolfgang Engel | 2006 |
Real-Time Volume Graphics | Christof Rezk-Salama, Joe Kniss, Klaus Engel, Markus Hadwiger, Daniel Weiskopf | 2006 |
GPU Gems 3 | Hubert Nguyen | 2007 |
ShaderX6 | Wolfgang Engel | 2007 |
ShaderX7: Advanced Rendering Techniques | Wolfgang Engel | 2009 |
Game Programming Gems 8 | Adam Lake | 2010 |
GPU Pro | Wolfgang Engel | 2010 |
GPU Pro 2 | Wolfgang Engel | 2010 |
Game Engine Gems 2 | Eric Lengyel | 2010 |
GPU Pro 3 | Wolfgang Engel | 2012 |
Computer Graphics: Principles and Practice | John Hughes, Andries van Dam, Morgan McGuire, David Sklar, James Foley, Steven Feiner, Kurt Akeley | 2013 |
GPU Pro 4 | Wolfgang Engel | 2013 |
Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming | Paul Varcholik | 2014 |
Physically Based Rendering: From Theory to Implementation | Matt Pharr, Wenzel Jakob, Greg Humphreys | 2018 |
Real-Time Rendering | Tomas Akenine-Möller, Eric Haines, Naty Hoffman, Angelo Pesce, Michał Iwanicki, Sébastien Hillaire | 2018 |
Game Engine Architecture | Jason Gregory | 2018 |
Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs | Eric Haines, Tomas Möller | 2019 |
GPU Pro 360 Guide to Shadows | Wolfgang Engel | 2019 |
GPU Pro 360 Guide to Mobile Devices | Wolfgang Engel | 2019 |
GPU Pro 360 Guide to Lighting | Wolfgang Engel | 2019 |
Ray Tracing Gems II Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX | Adam Marrs, Peter Shirley, Ingo Wald | 2021 |