GPG 8권 1부 참고자료
1.1 인스턴싱을 이용한 빠른 글꼴 렌더링
1.2 화면 공간 주변광 차폐의 원리와 응용
- [Bavoil] Bavoil, Louis, Miguel Sainz. “Image-Space Horizon-Based
Ambient Occlusion.” ShaderX7: Advanced Rendering Techniques. Ed.
Wolfgang F. Engel. Boston: Charles River Media, 2009. Section 6.2.
- [Bavoil09] Bavoil, Louis, Miguel Sainz. “Multi-Layer
Dual-Resolution Screen-Space Ambient Occlusion.” 2009. NVIDIA. n.d.
<http://developer.download.nvidia.com/presentations/2009/SIGGRAPH/Bavoil_~MultiLayer~DualResolutionSSAO.pdf>.
- [Bavoil08] Bavoil, Louis, Miguel Sainz. “Screen Space Ambient
Occlusion.” 2008년 9월. NVIDIA. n.d.
<http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/~ScreenSpaceAO/doc/~ScreenSpaceAO.pdf>.
- [Fox08] Fox, Megan. “Ambient Occlusive Crease Shading.” Game
Developer. 2008년 3월.
- [Kajalin] Kajalin, Vladimir. “Screen Space Ambient Occlusion.”
ShaderX7: Advanced Rendering Techniques. Ed. Wolfgang F. Engel.
Boston: Charles River Media, 2009. Section 6.1.
- [Lajzer] Lajzer, Brett, Dan Nottingham. “Combining Screen-Space
Ambient Occlusion and Cartoon Rendering on Graphics Hardware.” n.d.
Brett Lajzer.
n.d.<http://brettlajzer.com/pub/graphics/final/nprssao_final_presentation.pdf>.
- [Luft06] Luft, Thomas, Carsten Colditz, Oliver Deussen. “Image
Enhancement by Unsharp Masking the Depth Buffer.” Course on
Non-Photorealistic Rendering. SIGGRAPH 2006. Boston Convention and
Exhibition Center, Boston, MA. 3 2006년 8월.
- [Mittring07] Mittring, Martin. “Finding Next Gen – CryEngine 2.0.”
Course on Advanced Real-Time Rendering in 3D Graphics and Games.
SIGGRAPH 2007. San Diego Convention Center, San Diego, CA. 2007년
8월 8일.
- [Pesce] Pesce, Angelo. “Variance Methods for Screen-Space Ambient
Occlusion.” ShaderX7: Advanced Rendering Techniques. Ed. Wolfgang F.
Engel. Boston: Charles River Media, 2009. Section 6.7.
- [Ritschel09] Ritschel, Tobias, Thorsten Grosch, and Hans-Peter
Seidel. “Approximating Dynamic Global Illumination in Image
Space.” 2009. Max Planck Institut Informatik. n.d.
<http://www.mpi-inf.mpg.de/~ritschel/Papers/SSDO.pdf>.
- [Sains08] Sains, Miguel. “Real-Time Depth Buffer Based Ambient
Occlusion.” Game Developers Conference. Moscone Center, San
Francisco, CA. 2008년 2월 18-22일.
- [Shamugan07] Shanmugam, Perumaal and Okan Arikan. “Hardware
Accelerated Ambient Occlusion Techniques on GPUs.” 2007. Google
Sites. n.d.<http://perumaal.googlepages.com/ao.pdf>.
- [Sloan07] Sloan, Peter-Pike, Naga K. Govindaraju, Derek
Nowrouzezahrai, and John Snyder. “Image-Based Proxy Accumulation for
Real-Time Soft Global Illumination.” Pacific Graphics Conference.
The Royal Lahaina Resort, Maui, Hawaii. 2007년 10월 29일.
- [Tomasi98] Tomasi, Carlo and Roberto Manduchi. “Bilateral
Filtering for Gray and Color Images.” IEEE International Conference
on Computer Vision. Homi Bhabha Auditorium, Bombay, India. 1998년
1월 7일.
1.3 다해상도 지연 셰이딩
- [Engel09] Engel, Wolfgang. “Designing a Renderer for Multiple
Lights: The Light Pre-Pass Renderer.” ShaderX7: Advanced Rendering
Techniques. Ed. Wolfgang F. Engel. Boston: Charles River
Media, 2009. 655-666.
- [Ki08] Ki, Hyunwoo. “A GPU-Based Light Hierarchy for Real-Time
Approximate Illumination.” The Visual Computer 24.7-9 (2008년 7월):
649-658.
- [Ki07a] Ki, Hyunwoo. “Hierarchical Rendering Techniques for
Real-Time Approximate Illumination on Programmable Graphics
Hardware.” Master’s Thesis. Soongsil University, 2007.
- [Ki07b] Ki, Hyunwoo, Kyoungsu Oh. “Accurate Per-Pixel Displacement
Mapping using a Pyramid Structure.” 2007. Hyunwoo Ki. n.d.
<http://ki-h.com/article/ipdm.html>.
- [Kircher09] Kircher, Scott, Alan Lawrance. “Inferred Lighting:
Fast Dynamic Lighting and Shadows for Opaque and Translucent
Objects.” Course on 3D and the Cinematic in Games. SIGGRAPH 2009.
Ernest N. Morial Convention Center, New Orleans, LA. 2009년 8월 6일.
- [Koonce07] Koonce, Rusty. “Deferred Shading in Tabula Rasa.” GPU
Gems 3. Ed. Hurbert Nguyen. Kendallville, KY: Addison-Wesley, 2007.
429–458.
- [Mitchell04] Mitchell, Jason, Pedro Sander. “Applications of
Explicit Early-Z Culling.” Course on Real-Time Shading.
SIGGRAPH 2004. Los Angeles Convention Center, Los Angeles, CA.
2004년 8월 8일.
- [Saito90] Saito, Takafumi, Tokiichiro Takahashi. “Comprehensible
Rendering of 3-D Shapes.” ACM SIGGRAPH Computer Graphics 24.4
(1990년 8월): 197-206.
- [Shishkovtsov05] Shishkovtsov, Oles. “Deferred Shading in
S.T.A.L.K.E.R.” GPU Gems 2: Programming Techniques for
High-Performance Graphics and General Purpose Computation. Ed. Matt
Pharr. Kendallville, Ky: Addison-Wesley, 2005. 143-166.
- [Valient07] Valient, Michal. “Deferred Rendering in Killzone 2.”
Develop Conference 2007. Brighton Hilton Metropole, Brighton,
England, UK. 2007년 7월 25일.
1.4 DirectX 11에서 캐트멀-클라크 패치의 시야 절두체 선별
- [DeRose98] DeRose, Tony, Michael Kass, Tien Truong. “Subdivision
Surfaces in Character Animation.” Proceedings of the 25th Annual
Conference on Computer Graphics and Interactive Techniques. 1998.
ACM SIGGRAPH. n.d.
<http://doi.acm.org/10.1145/280814.280826>.
- [Hasselgren09] Hasselgren, Jon, Jacob Munkberg, Tomas
Akenine-Möller. “Automatic Pre-Tessellation Culling.” ACM
Transactions on Graphics 28.2 (April 2009): n.p. ACM Portal.
- [Loop08] Loop, Charles, Scott Schaefer. “Approximating
Catmull-Clark Subdivision Surfaces with Bicubic Patches.” ACM
Transactions on Graphics 27.1 (March 2008): n.p. ACM Portal.
- [Microsoft09] Microsoft Corporation. DirectX SDK. 2009년 8월.
- [Reif95] Reif, Ulrich. “A Unified Approach to Subdivision
Algorithms Near Extraordinary Vertices.” Computer Aided Geometric
Design 12.2 (1995년 3월): 153-174. ACM Portal.
- [Stam98] Stam, Jos. “Exact Evaluation of Catmull-Clark Subdivision
Surfaces at Arbitrary Parameter Values.” Proceedings of the 25th
Annual Conference on Computer Graphics and Interactive Techniques
(1998): 395-404. ACM Portal.
- [Zorin2000] Zorin, Dennis, Peter Schroder. “Subdivision for
Modeling and Animation.” SIGGRAPH. 2000. 85-94.
1.5 DirectX 11의 계산 셰이더를 이용한 주변광 차폐
- [Bavoil09a] Bavoil, Louis, Miguel Sainz. “Image-Space
Horizon-Based Ambient Occlusion.” ShaderX7: Advanced Rendering
Techniques. Wolfgang F. Engel 엮음. Boston: Charles River
Media, 2009. Section 6.2.
- [Bavoil09b] Bavoil, Louis, Miguel Sainz. “Multi-Layer
Dual-Resolution Screen-Space Ambient Occlusion.” 2009. SlideShare.
n.d.
<http://www.slideshare.net/NVIDIA/multilayer-dualresolution-screenspace-ambient-occlusion>.
- [Bunnell05] Bunnell, Michael. “Dynamic Ambient Occlusion and
Indirect Lighting.” 2005. Gamedev.net. n.d.
<http://downloads.gamedev.net/pdf/Pharr_ch14.pdf>.
- [Filion08] Filion, Dominic, Rob McNaughton. “Effects and
Techniques.” Course on Advances in Real-Time Rendering in 3D
Graphics and Games Course. SIGGRAPH 2008. Los Angeles Convention
Center, Los Angeles, CA. 11 August 2008.
- [Kajalin09] Kajalin, Vladimir. “Screen Space Ambient Occlusion.”
ShaderX7: Advanced Rendering Techniques. Ed. Wolfgang F. Engel.
Boston: Charles River Media, 2009. Section 6.1.
- [Lake10] Lake, Adam, ed. Game Programming Gems 8. Boston: Charles
River Media, 2010.
- [Landis02] Landis, Hayden. “Production-Ready Global Illumination.”
Course notes on RenderMan in Production. SIGGRAPH 2002. Henry B.
Gonzalez Convention Center, San Antonio, TX. 21 July 2002. Chapter
5.
- [Mittring07] Mittring, Martin. “Finding Next Gen – CryEngine 2.0.”
Course notes on Advanced Real-Time Rendering in 3D Graphics and
Games. SIGGRAPH 2007. San Diego Convention Center, San Diego, CA. 8
August 2007. 97-121.
- [Pham05] Pham, T.Q., L.J. van Vliet. “Separable Bilateral
Filtering for Fast Video Processing.” IEEE International Conference
on Multimedia and Expo. Amsterdam, The Netherlands. July 2005.
- [Ritschel09] Ritschel, Tobias, Thorsten Grosch, Hans-Peter Seidel.
“Approximating Dynamic Global Illumination in Image Space.”
Proceedings of the 2009 Symposium on Interactive 3D Graphics and
Games (2009): 75-82.
- [Tomasi98] Tomasi, Carlo, Roberto Manduchi. “Bilateral Filtering
for Gray and Color Images.” Proceedings of the Sixth International
Conference on Computer Vision. (1998): 839-846.
1.6 비정형 그림자 매핑을 위한 시점 시야 픽셀 앨리어싱 제거
- [Akenine-Möller05] Akenine-Möller, Tomas, Timo Aila. “Conservative
and Tiled Rasterization Using a Modified Triangle Setup.” Journal of
Graphics, GPU, and Game Tools 10.3 (2005): 1-8.
- [Arvo07] Arvo, Jukka. “Alias-Free Shadow Maps using Graphics
Hardware.” Journal of Graphics, GPU, and Game Tools 12.1 (2007):
47-59.
- [Baumann05] Baumann, Dave. “ATI Xenos: Xbox 360 Graphics
Demystified.” 2005년 6월 13일. Beyond3D. n.d.
http://www.beyond3d.com/content/articles/4/>.
- [Brabec01] Brabec, Stefan, Hans-Peter Seidel.
“Hardware-Accelerated Rendering of Antialiased Shadows with Shadow
Maps.” Proceedings of the International Conference on Computer
Graphics (2001년 7월): 209. ACM Portal.
- [Fernando01] Fernando, Randima, Sebastian Fernandez, Kavita Bala,
Donald P. Greenberg. “Adaptive Shadow Maps.” Proceedings of the 28th
Annual Conference on Computer Graphics and interactive Techniques
(2001): 387-390. ACM Portal.
- [Hasselgren05] Hasselgren, Jon, Tomas Akenine-Möller, Lennart
Ohlsson. “Conservative Rasterization.” GPU Gems 2. 2005. NVIDIA.
n.d. <http://http. developer.nvidia.
com/GPUGems2/gpugems2_chapter42.html>.
- [Hux10] Hux, Allen. “Overlapped Execution on Programmable Graphics
Hardware.” Game Programming Gems 8. Ed. Adam Lake. Boston: Charles
River Media, 2010. 본서 “1.7 프로그래밍 가능한 그래픽 하드웨어에서의
중첩 실행.”
- [Johnson04] Johnson, Gregory S., William R. Mark, Christopher A.
Burns. “The Irregular Z-Buffer and its Application to Shadow
Mapping.” 2004년 4월. The University of Texas at Austin. n.d.
<http://www.cs.utexas.edu/ftp/pub/techreports/tr04-09.pdf>.
- [Johnson05] Johnson, Gregory S., Juhyun Lee, Christopher A. Burns,
William R. Mark. “The Irregular Z-Buffer: Hardware Acceleration for
Irregular Data Structures.” ACM Transactions on Graphics 24.4
(October 2005): 1462-1482. ACM Portal.
- [Johnson09] Johnson, Gregory S., Allen Hux, Christopher A. Burns,
Warren A. Hunt, William R. Mark, Stephen Junkins. “Soft Irregular
Shadow Mapping: Fast, High-Quality, and Robust Soft Shadows.”
Proceedings of the 2009 Symposium on Interactive 3D Graphics and
Games. (2009): 57-66. ACM Portal.
- [Lauritzen06]Lauritzen, Andrew, William Donnelly. “Variance Shadow
Maps.” Proceedings of the 2006 Symposium on Interactive 3D Graphics
and Games. (2006): 161-165. ACM Portal.
- [Lefohn07] Lefohn, Aaron E., Shubhabrata Sengupta, John D. Owens.
“Resolution-Matched Shadow Maps.” ACM Transactions on Graphics 26.4
(2007년 10월): 20. ACM Portal.
- [Lloyd08] Lloyd, D. Brandon, Naga K. Govindaraju, Cory Quammen,
Steven E. Molnar, Dinesh Manocha. “Logarithmic Perspective Shadow
Maps.” ACM Transactions on Graphics 27.4 (2008년 10월): 1-32. ACM
Portal.
- [Robison09] Robison, Austin, Peter Shirley. “Image Space
Gathering.” Proceedings of the Conference on High Performance
Graphics 2009 (2009): 91-98. ACM Portal.
- [Salvi08] Salvi, Marco. “Rendering Filtered Shadows with
Exponential Shadow Maps.” ShaderX6: Advanced Rendering Techniques.
Ed. Wolfgang Engel. Boston: Charles River Media, 2008. 257-274.
- [Sen03] Sen, Pradeep, Mike Cammarano, Pat Hanrahan. “Shadow
Silhouette Maps.” ACM Transactions on Graphics 22.3 (2003년 7월):
521-526. ACM Portal.
- [Sintorn08] Sintorn, Erik, Elmar Eisemann, Ulf Assarsson. “Sample
Based Visibility for Soft Shadows using Alias-free Shadow Maps.”
Computer Graphics Forum: Proceedings of the Eurographics Symposium
on Rendering 2008 27.4 (2008년 6월): 1285-1292.
- [Stamminger02] Stamminger, Marc, George Drettakis. “Perspective
Shadow Maps.” Proceedings of the 29th Annual Conference on Computer
Graphics and Interactive Techniques (2002): 557-562. ACM Portal.
- [Williams78] Williams, Lance. “Casting Curved Shadows on Curved
Surfaces.” ACM SIGGRAPH Computer Graphics 12.3 (1978년 8월):
270-274. ACM Portal.
1.7 프로그래밍 가능한 그래픽 하드웨어에서의 중첩 실행
- [Abrash09a] Abrash, Michael. “A First Look at the Larrabee New
Instructions (LRBni).” Dr. Dobb’s. 2009년 4월 1일.
<http://www.ddj.com/hpc-high-performance-computing/216402188>.
- [Abrash09b] Abrash, Michael. “Rasterization on Larrabee: A First
Look at the Larrabee New Instructions (LRBni) in Action.” Intel.
2009년 3월. <http://software.intel.com/file/15542>.
- [Blumofe95] Blumofe, Robert D., Christopher F. Joerg, Bradley C.
Kuszmaul, Charles E. Leiserson, Keith H. Randall, Yuli Zhou. “Cilk:
An Efficient Multithreaded Runtime System.” Proceedings of the Fifth
ACM SIGPLAN Symposium on Principles and Practice of Parallel
Programming (1995년 7월): 207-216.
- [Galoppo10] Galoppo, Nico. “Eye-view Pixel Anti-Aliasing for
Irregular Shadow Mapping.” Game Programming Gems 8. Ed. Adam Lake.
Boston: Charles River Media, 2010. 본서 “1.6 비정형 그림자 매핑을
위한 시점 시야 픽셀 앨리어싱 제거.”
- [Johnson04] Johnson, Gregory S., William R. Mark, Christopher A.
Burns. “The Irregular Z-Buffer and its Application to Shadow
Mapping.” 2004년 4월. The University of Texas at Austin. n.d.
<http://www.cs.utexas.edu/ftp/pub/techreports/tr04-09.pdf>.
- [Johnson09] Johnson, Gregory S., Allen Hux, Christopher A. Burns,
Warren A. Hunt, William R. Mark, Stephen Junkins. “Soft Irregular
Shadow Mapping: Fast, High-Quality, and Robust Soft Shadows.”
Proceedings of the 2009 Symposium on Interactive 3D Graphics and
Games. (2009): 57-66. ACM Portal.
- [Seiler08] Seiler, Larry 외. “Larrabee: A Many Core x86
Architecture for Visual Computing.” ACM Transactions on Graphics
27.3 (2008년 8월): n.p. ACM Portal.
- [Williams78] Williams, Lance. “Casting Curved Shadows on Curved
Surfaces.” ACM SIGGRAPH Computer Graphics 12.3 (1978년 8월):
270-274. ACM Portal.
1.8 SPU들에서 정점, 단편 셰이딩을 효과적으로 수행하기 위한 기법들
- [Acton06] Acton, Mike. “Branch-Free Implementation of Half
Precision Floating Point.” CellPerformance. 2006년 7월 17. Mike
Acton. 2009년 7월 2일.
<http://cellperformance.beyond3d.com/articles/2006/07/update-19-july-06-added.html>.
- [Acton08] Acton, Mike, Eric Christensen. “Insomniac SPU Best
Practices.” Insomniac Games. 2008. Insomniac Games. 2009년 7월 2일.
<http://www.insomniacgames.com/tech/articles/0208/files/insomniac_spu_programming_gdc08.ppt>.
- [Bader07] Bader, David A. “Cell Programming Tips & Techniques.”
One-Day IBM Cell Programming Workshop at Georgia Tech. 6 Feb. 2007.
Georgia Tech College of Computing. 2009년 7월 2일.
<http://www.cc.gatech.edu/~bader/~CellProgramming.html>.
- [Balestra08] Balestra, Christophe, Pal-Kristian Engstad. “The
Technology of Uncharted: Drake’s Fortune.” Game Developers
Conference. 2008. Naughty Dog Inc. n.d.
<http://www.naughtydog.com/docs/Naughty-Dog-GDC08-UNCHARTED-Tech.pdf>.
- [Deering88] Deering, Michael 외. “The Triangle Processor and
Normal Vector Shader: A VLSI System for High Performance
Graphics.”Proceedings of the 15th Annual Conference on Computer
Graphics and Interactive Techniques (1988): 21-30. ACM Portal.
- [Engel08] Engel, Wolfgang. “Light Pre-Pass Renderer.” Diary of a
Graphics Programmer. 2008년 3월 16일. Blogspot.com. 2009년 7월 4일.
<http://diaryofagraphicsprogrammer.blogspot.com/2008/03/light-pre-pass-renderer.html>.
- [Engel09] Engel, Wolfgang. “Designing a Renderer for Multiple
Lights: The Light Pre-Pass Renderer.” ShaderX7: Advanced Rendering
Techniques. Wolfgang Engel 엮음. Boston: Charles River Media, 2009.
655-666.
- [Engel09a] Engel, Wolfgang. “The Light Pre-Pass Renderer Mach
III.” To appear in proceedings of ACM SIGGRAPH09, 2009.
- [IBM08] “Cell Broadband Engine Programming Handbook.” IBM. 19
April 2006. IBM. n.d.
https://www-01.ibm.com/chips/techlib/techlib.nsf/techdocs/7A77CCDF14FE70D5852575CA0074E8ED>.
- [IBM08a] “Synergistic Processing Unit Instruction Set
Architecture.” IMB. 2007년 1월 27일. IBM. n.d.
<https://www-01.ibm.com/chips/techlib/techlib.nsf/techdocs/76CA6C7304210F3987257060006F2C44/$file/SPU_ISA_v1.2_27Jan2007_pub.pdf.>
- [IBM09] “The Cell Project at IBM Research.” IBM. n.d. IBM. 2009년
7월 4일. <http://researchweb.watson.ibm.com/cell/home.html>.
- [ILM09] “OpenEXR.” OpenEXR. n.d. Lucas Digital Limited. 2009년 7월
4일. <http://www.openexr.com>.
- [Kapoulkine09] Kapoulkine, Arseny. “View frustum culling
optimization – never let me branch.” What Your Mother Never Told You
About Graphics Development. 1 March 2009. Blogspot.com. 2009년 7월
21일.
<http://zeuxcg.blogspot.com/2009/03/view-frustum-culling-optimization-never.html>.
- [Möller08] Akenine-Möller, Thomas, Eric Haines, Naty Hoffman.
Real-Time Rendering, 3rd Edition. Wellesley, MA: A.K. Peters, Ltd,
2008.
- [Perthuis06] Perthuis, Cedric. “Introduction to the Graphics
Pipeline of the PS3.” Eurographics 2006. Austrian Academy of
Sciences, Vienna, Austria. 2006년 9월 6일.
- [Saito90] Saito, Takafumi, Tokiichiro Takahashi. “Comprehensible
Rendering of 3-D Shapes.” ACM SIGGRAPH Computer Graphics 24.4
(1990): 197-206. ACM Portal.
- [Seiler08] Seiler, Larry 외. “Larrabee: A Many Core x86
Architecture for Visual Computing.” ACM Transactions on Graphics
27.3 (Aug. 2008): n.p. ACM Portal.
- [Shippy09] Shippy, David, Mickie Phipps. The Race for a New Games
Machine: Creating the Chips Inside The New Xbox360 & The
Playstation 3. New York: Citadel Press, 2009.
- [Swoboda09] Swoboda, Matt. “Deferred Lighting and Post Processing
on PLAYSTATION®3.” Game Developers Conference. 2009. Sony Computer
Entertainment Eurpoe, Ltd. n.d.
<http://www.technology.scee.net/files/presentations/gdc2009/~DeferredLightingand~PostProcessingonPS3.ppt>.
- [Tovey10] Tovey, Steven, Steven McAuley. “Parallelized Light
Pre-Pass Rendering with the Cell Broadband Engine™.” GPU Pro:
Advanced Rendering Techniques. Natick, MA: A K Peters Ltd., 2010.
- [van der Leeuw09] van der Leeuw, Michiel. “The PLAYSTATION3’s SPUs
in the Real World―KILLZONE2 Case Study.” Game Developers
Conference 2009. Moscone Center, San Francisco, CA. 2009년 3월 25일.