本文內容摘自http://m.zhihu.com/question/27455969html
光柵化ios
(圖片來自維基百科)git
全局光照web
Light Propagation Volume (LPV)[9]:Crytek提出的首個動態全局光照算法,不須要預計算。但要在體積數據中計算傳播,性能較慢,因此以後再優化成 Cascaded LPV [10]。算法
陰影app
場景管理ide
動畫/物理wordpress
碰撞測試函數
人工智能性能
參考
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[2] Bresenham, Jack. "A linear algorithm for incremental digital display of circular arcs." Communications of the ACM 20.2 (1977): 100-106. http://www.cse.iitb.ac.in/~paragc/teaching/2014/cs475/papers/bresenham_circle.pdf
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[5] Sloan, Peter-Pike, Jan Kautz, and John Snyder. "Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments." ACM Transactions on Graphics (TOG). Vol. 21. No. 3. ACM, 2002. http://www1.cs.columbia.edu/~ravir/6998/papers/p527-sloan.pdf
[6] Chen, Hao, and Xinguo Liu. "Lighting and material of Halo 3." ACM SIGGRAPH 2008 Games. ACM, 2008. http://developer.amd.com/wordpress/media/2012/10/S2008-Chen-Lighting_and_Material_of_Halo3.pdf
[7] Mittring, Martin. "Finding next gen: Cryengine 2." ACM SIGGRAPH 2007 courses. ACM, 2007. http://developer.amd.com/wordpress/media/2012/10/Chapter8-Mittring-Finding_NextGen_CryEngine2.pdf
[8] Ritschel, Tobias, Thorsten Grosch, and Hans-Peter Seidel. "Approximating dynamic global illumination in image space." Proceedings of the 2009 symposium on Interactive 3D graphics and games. ACM, 2009. https://people.mpi-inf.mpg.de/~ritschel/Papers/SSDO.pdf
[9] Kaplanyan, Anton. "Light propagation volumes in cryengine 3." ACM SIGGRAPH Courses 7 (2009): 2. http://www.crytek.com/download/Light_Propagation_Volumes.pdf
[10] Kaplanyan, Anton, and Carsten Dachsbacher. "Cascaded light propagation volumes for real-time indirect illumination." Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games. ACM, 2010. http://www.vis.uni-stuttgart.de/~dachsbcn/download/lpv.pdf
[11] Crassin, Cyril, et al. "Interactive indirect illumination using voxel cone tracing."Computer Graphics Forum. Vol. 30. No. 7. Blackwell Publishing Ltd, 2011. https://research.nvidia.com/sites/default/files/publications/GIVoxels-pg2011-authors.pdf
[12] Crow, Franklin C. "Shadow algorithms for computer graphics." ACM SIGGRAPH Computer Graphics. Vol. 11. No. 2. ACM, 1977. http://excelsior.biosci.ohio-state.edu/~carlson/history/PDFs/crow-shadows.pdf
[13] Heidmann, Tim. "Real shadows, real time." Iris Universe 18 (1991): 28-31.
[14] Carmack, John, "e-mail to Mark Kilgard on Shadow Volume", 23 May 2000. http://web.archive.org/web/20090127020935/http://developer.nvidia.com/attach/6832
[15] Zhang, Fan, et al. "Parallel-split shadow maps for large-scale virtual environments." Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications. ACM, 2006.
[16] Zhang, Fan, Hanqiu Sun, and Oskari Nyman. "Parallel-split shadow maps on programmable gpus." GPU Gems 3 (2007): 203-237. GPU Gems 3 - Chapter 10. Parallel-Split Shadow Maps on Programmable GPUs
[17] Dimitrov, Rouslan. "Cascaded shadow maps." Developer Documentation, NVIDIA Corp (2007). http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/cascaded_shadow_maps.pdf
[18] Donnelly, William, and Andrew Lauritzen. "Variance shadow maps."Proceedings of the 2006 symposium on Interactive 3D graphics and games. ACM, 2006. http://www.punkuser.net/vsm/vsm_paper.pdf