행위

GPU Pro: 고급 렌더링 기법 참고자료

목차

I 수학[편집]

1 GPU 색상 양자화[편집]

  • [Chang et al. 05] Chip-Hong Chang, Pengfei Xu, Rui Xiao, T. Srikanthan. “New Adaptive Color Quantization Method Based on Self-Organizing Maps.” IEEE Transactions on Neural Networks, pp. 237-249.
  • [Clark 96] D. Clark. “Color Quantization Using Octrees.” Dr. Dobb’s Journal, pp. 54-57.
  • [Kohonen 01] T. Kohonen. Self-Organizing Maps. Berlin: Springer, 2001.
  • [Kruger 94] A. Kruger. “Median-cut Color Quantization.” Dr. Dobb’s Journal, pp. 46-54.
  • [Leung and Chan 97] C.S. Leung, L.W. Chan. “Transmission of Vector Quantized Data over a Noisy Channel.” IEEE Transactions on Neural Networks 8:1 (1997), 582-589.
  • [Linde et al. 80] Y. Linde, A. Buzo, R.M. Gray. “An Algorithm for Vector Quantizer Design.” IEEE Transactions on Communications 28:1 (1980), 84-95.
  • [Priester 04] Sjaak Priester. “Better GIFs with Octrees.” 웹 http://www.codeguru.com/Cpp/G-M/gdi/gdi/print.php/c3677/.
  • [Togneri et al. 90] R. Togneri, E Lai, Y. Attikiouzel. “Kohonen’s Algorithm for the Numerical Parametrisation of Manifolds.” Pattern Recognition Letters 11:5 (1990), 313-319.
  • [Verevka 95] Oleg Verevka. “Color Image Quantization in Windows Systems with Local K-means Algorithm.” Proceedings of the Western Computer Graphics Symposium ’95, pp. 74-79.

2 그림자 맵 기법의 시각화[편집]

  • [Engel 06] Wolfgang Engel. “Cascaded Shadow Maps.” ShaderX 5, pp. 197-206. Charles River Media, 2006.
  • [Lloyd et al. 06a] Brandon Lloyd, Naga K. Govindaraju, David Tuft, Steve Molnar, Dinesh Manocha. “Practical Logarithmic Shadow Maps.” SIGGRAPH ’06: ACM SIGGRAPH 2006 Sketches, p. 103. New York: ACM Press, 2006.1
  • [Lloyd et al. 06b] Brandon Lloyd, David Tuft, Sung-eui Yoon, Dinesh Manocha. “Warping and Partitioning for Low Error Shadow Maps.” Proceedings of the Eurographics Symposium on Rendering 2006, pp. 215-226. Eurographics Association, 2006.
  • [Martin and Tan 04] Tobias Martin, Tiow-Seng Tan. “Anti-aliasing and Continuity with Trapezoidal Shadow Maps.” The Eurographics Symposium on Rendering 2004. Eurographics, Eurographics Association, 2004.
  • [Stamminger and Drettakis 02] Marc Stamminger and George Drettakis. “Perspective Shadow Maps.” Proceedings of SIGGRAPH ’02, pp. 557-562. New York: ACM Press, 2002.
  • [Williams 78] Lance Williams. “Casting Curved Shadows on Curved Surfaces.” Proceedings of SIGGRAPH ’78, pp. 270-274. New York: ACM Press, 1978.
  • [Wimmer et al. 04] Michael Wimmer, Daniel Scherzer, Werner Purgathofer. “Light Space Perspective Shadow Maps.” The Eurographics Symposium on Rendering 2004. Eurographics, Eurographics Association, 2004.
  • [Zhang et al. 06a] Fan Zhang, Hanqiu Sun, Leilei Xu, Lee Kit Lun. “Parallel-Split Shadow Maps for Large-Scale Virtual Environments.” Virtual Reality Continuum and Its Applications, pp. 311-318.
  • [Zhang et al. 06b] Fan Zhang, Leilei Xu, Chenjun Tao, Hanqiu Sun. “Generalized Linear Perspective Shadow Map Reparameterization.” VRCIA ’06: Proceedings of the 2006 ACM International Conference on Virtual Reality Continuum and its Applications, pp. 339-342. New York: ACM Press, 2006.
  • [Zhang et al. 08] Fan Zhang, Hanqiu Sun, Chong Zhao, Lifeng Wang. “Generalized Minimum-norm Perspective Shadow Maps.” Computer Animation and Virtual Worlds 19:5 (2008), 553?567.
  • [Zhang et al. 09] Fan Zhang, Chong Zhao, Hanqiu Sun. “An Aliasing Theory of Shadow Mapping.” TPCG ’09: Proceedings of the Seventh Theory and Practice of Computer Graphics 2009 Conference. Eurographics Association, 2009.

II 기하 조작[편집]

1 대화식 응용 프로그램을 위한 아주 간단한 테셀레이션[편집]

  • [Boubekeur and Alexa 08] Tamy Boubekeur and Marc Alexa. “Phong Tessellation. ACM Transaction on Graphics - Special Issue on ACM SIGGRAPH Asia 2008 27:5 (2008), 1-5.
  • [Boubekeur and Schlick 05] Tamy Boubekeur and Christophe Schlick. “Generic Mesh Refinement on GPU.” Proceedings of ACM SIGGRAPH/Eurographics Graphics Hardware, pp. 99-104, 2005.
  • [Boubekeur and Schlick 07a] Tamy Boubekeur and Christophe Schlick. GPU Gems 3, Chapter Generic Adaptive Mesh Refinement. Addison-Wesley, 2007.
  • [Boubekeur and Schlick 07b] Tamy Boubekeur and Christophe Schlick. “QAS: Real-time Quadratic Approximation of Subdivision Surfaces.” Proceedings of Pacific Graphics 2007, pp. 453-456, 2007.
  • [Boubekeur and Schlick 08] Tamy Boubekeur and Christophe Schlick. “A Flexible Kernel for Adaptive Mesh Refinement on GPU.” Computer Graphics Forum 27:1 (2008), 102-114.
  • [Gee 08] K. Gee. “Direct3D 11 Tessellation.” Presentation at Gamefest 2008, 2008.
  • [Loop and Schaefer 08] Charle Loop and Scott Schaefer. “Approximating Catmull- Clark Subdivision Surfaces with Bicubic Patches.” ACM Transaction on Graphics 27:1 (2008), 1-8.
  • [NVIDIA 08] NVIDIA. “NVIDIA OpenGL SDK 10.” Technical report, NVIDIA Corp., 2008.
  • [Phong 75] Bui Tuong Phong. “Illumination for Computer Generated Pictures.” Communications of the ACM 18:6 (1975), 311-317.
  • [Shiue et al. 05] Le-Jeng Shiue, Ian Jones, and Jorg Peters. “A Realtime GPU Subdivision Kernel.” Proceedings of ACM SIGGRAPH, pp. 1010-1015, 2005.
  • [Tatarchuk et al. 09] Natalya Tatarchuk, Joshua Barczak, and Bill Bilodeau. “Programming for Real-Time Tessellation on GPU.” Technical report, AMD Inc., 2009.
  • [Vlachos et al. 01] Alex Vlachos, Jorg Peters, Chas Boyd, and Jason Mitchell. “Curved PN Triangles.” Proceedings of ACM Symposium on Interactive 3D, pp. 159-166, 2001.

2 실시간 규칙 기반 기하 합성[편집]

  • [Ebert et al. 02] David S. Ebert, Kenton F. Musgrave, Darwyn Peachey, Ken Perlin, Steven Worley. Texturing and Modeling: A Procedural Approach. Morgan Kaufmann, 2002.
  • [Hart 92] John C. Hart. “The Object Instancing Paradigm for Linear Fractal Modeling.” Proceedings of the Conference on Graphics Interface ’92, pp. 224- 231. San Francisco: Morgan Kaufmann Publishers, 1992.
  • [Lacz and Hart 04] P. Lacz, JC Hart. “Procedural Geometric Synthesis on the GPU.” Proceedings of the ACM Workshop on General Purpose Computing on Graphics Processors, 2, 2, pp. 23-23. New York: ACM, 2004. 웹 http://graphics.cs.uiuc.edu/~jch/papers/.
  • [Lipp et al. 08] Markus Lipp, Peter Wonka, Michael Wimmer. “Interactive Visual Editing of Grammars for Procedural Architecture.” 2008. Article no. 102. 웹 http://www.cg.tuwien.ac.at/research/publications/2008/LIPP-2008-IEV/.
  • [Muller et al. 06] Pascal Muller, Peter Wonka, Simon Haegler, Andreas Ulmer, Luc Van Gool. “Procedural Modeling of Buildings.” SIGGRAPH ’06: ACM SIGGRAPH 2006 Papers, pp. 614-623. New York: ACM, 2006.
  • [Parish and Muller 01] Yoav I. H. Parish, Pascal Muller. “Procedural Modeling of Cities.” SIGGRAPH ’01: Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques, pp. 301-308. New York: ACM, 2001.
  • [Prusinkiewicz and Lindenmayer 91] Przemyslaw Prusinkiewicz, Aristid Lindenmayer. The Algorithmic Beauty of Plants (The Virtual Laboratory). Springer, 1991. 웹 http://www.amazon.ca/exec/obidos/redirect?tag=citeulike09-20&path=ASIN/0387972978.
  • [Sowers 08] B. Sowers. “Increasing the Performance and Realism of Procedurally Generated Buildings.” 석사 학위 논문, College of Engineering and Mineral Resources, West Virginia University, 2008.
  • [Wonka et al. 03] Peter Wonka, Michael Wimmer, Francois Sillion, William Ribarsky. “Instant Architecture.” ACM Transactions on Graphics 22:4 (2003), 669-677. Proceeding. 웹 http://artis.inrialpes.fr/Publications/2003/WWSR03.

3 GPU 기반 NURBS 기하구조 평가 및 렌더링[편집]

  • [Abi-Ezzi and Subramanian 94] S. S. Abi-Ezzi, S. Subramanian. “Fast Dynamic Tessellation of Trimmed NURBS Surfaces.” Computer Graphics Forum 13:3(1994), 107-16
  • [Guthe et al. 02] Michael Guthe, J. Meseth, Reinhard Klein. “Fast and Memory Efficient View-Dependent Trimmed NURBS Rendering.” Pacific Graphis 2002, 2002.
  • [Guthe et al. 05] Michael Guthe, Akos Balazs, Reinhard Klein. “GPU-based Trimming and Tessellation of NURBS and T-spline Surfaces.” ACM Transactions on Graphics 24:3(2005), 1016-1023.
  • [Guthe et al. 06] Michael Guthe, Akos Balazs, Reinhard Klein. “GPU-based Appearance Preserving Trimmed NURBS Rendering.” Journal of WSCG 14.
  • [Kanai 07] Takashi Kanai. “Fragment-based Evaluation of Non-Uniform B-spline Surfaces on GPUs.” Computer-Aided Design and Applications 4:3(2007), 287-294.
  • [Krishnamurthy et al. 07] Adarsh Krishnamurthy, Rahul Khardekar, Sara McMains. “Direct Evaluation of NURBS Curves and Surfaces on the GPU.” SPM ’07: Proceedings of the 2007 ACM symposium on Solid and Physical Modeling, pp. 329-334, 2007.
  • [Krishnamurthy et al. 08] Adarsh Krishnamurthy, Rahul Khardekar, Sara Mc- Mains, Kirk Haller, Gershon Elber. “Performing Efficient NURBS Modeling Operations on the GPU.” SPM ’08: Proceedings of the 2008 ACM Symposium on Solid and Physical Modeling, pp. 257-268. ACM, 2008.
  • [Kumar and Manocha 95] S. Kumar, Dinesh Manocha. “Efficient Rendering of Trimmed NURBS Surfaces.” Computer-Aided Design 27:7(1995), 509-521.
  • [Piegl and Tiller 97] Les Piegl, Wayne Tiller. The NURBS Book, 제2판. Springer- Verlag, 1997.
  • [Rockwood et al. 89] A. Rockwood, K. Heaton, T. Davis. “Real-Time Rendering of Trimmed Surfaces.” ACM Transactions on Graphics, pp. 107-116.
  • [Shreiner et al. 05] Dave Shreiner, Mason Woo, Jackie Neider, Tom Davis. OpenGL Programming Guide, 제5판. Addison Wesley, 2005.

4 컴퓨터 애니메이션과 게임을 위한 다각형-함수 혼성 모형[편집]

  • [Blinn 82] James F. Blinn. “A Generalization of Algebraic Surface Drawing.” ACM Transactions on Graphics 1:3(1982), 235-256.
  • [Bloomenthal and Shoemake 91] Jules Bloomenthal, Ken Shoemake. “Convolution Surfaces.” SIGGRAPH Computer Graphics 25:4(1991), 251-256.
  • [Ebert et al. 02] David S. Ebert, Kenton F. Musgrave, Darwyn Peachey, Ken Perlin, Steven Worley. Texturing & Modeling: A Procedural Approach, Third edition. The Morgan Kaufmann Series in Computer Graphics, Morgan Kaufmann, 2002.
  • [Fryazinov et al. 08] O. Fryazinov, A. Pasko, Adzhiev V. “An Exact Representation of Polygonal Objects by C1-continuous Scalar Fields Based on Binary Space Partitioning.” Technical Report TR-NCCA-2008-03, The National Centre for Computer Animation, Bournemouth University, UK, 2008.
  • [Geiss 07] Ryan Geiss. GPU GEMS 3, Chapter Generating Complex Procedural Terrains Using the GPU, pp. 7-38. Addison-Wesley Professional, 2007.
  • [Jin et al. 01] Xiaogang Jin, Chiew-Lan Tai, Jieging Feng, Qunsheng Peng. “Convolution Surfaces for Line Skeletons with Polynomial Weight Distributions.” Journal of Graphics Tools 6:3(2001), 17-28.
  • [Kravtsov et al. 08] D. Kravtsov, O. Fryazinov, V. Adzhiev, A. Pasko, P. Comninos. “Embedded Implicit Stand-ins for Animated Meshes: A Case of Hybrid Modelling.” Technical Report "TR-NCCA-2008-01", The National Centre for Computer Animation, Bournemouth University, UK, 2008.
  • [Lorensen and Cline 87] William E. Lorensen, Harvey E. Cline. “Marching Cubes: A High Resolution 3D Surface Construction Algorithm.” SIGGRAPH ’87: Proceedings of the 14th Annual Conference on Computer Graphics and Interactive Techniques, 21, 21, pp. 163-169. ACM Press, 1987.
  • [McCormack and Sherstyuk 98] Jon McCormack, Andrei Sherstyuk. “Creating and Rendering Convolution Surfaces.” Computer Graphics Forum 17:2 (1998), 113-120.
  • [NVIDIA 09] NVIDIA. Compute Unified Device Architecture(CUDA). 2009.
  • [Pasko et al. 95] A. Pasko, V. Adzhiev, A. Sourin, V. Savchenko. “Function Representation in Geometric Modeling: Concepts, Implementation and Applications.” The Visual Computer 11:8(1995), 429-446.
  • [Ricci 73] A. Ricci. “A Constructive Geometry for Computer Graphics.” The Computer Journal 16(1973), 157-160.
  • [Sengupta et al. 07] Shubhabrata Sengupta, Mark Harris, Yao Zhang, John D. Owens. “Scan Primitives for GPU Computing.” Graphics Hardware 2007, pp. 97-106, 2007.
  • [Sengupta et al. 08] Shubhabrata Sengupta, Mark Harris, Michael Garland. “Efficient Parallel Scan Algorithms for GPUs.” Technical Report NVR-2008- 003, NVIDIA Corporation, 2008.
  • [Tatarchuk et al. 07] Natalya Tatarchuk, Jeremy Shopf, Christopher DeCoro. “Real-Time Isosurface Extraction Using the GPU Programmable Geometry Pipeline.” SIGGRAPH ’07: ACM SIGGRAPH 2007 courses, pp. 122-137. New York: ACM, 2007.
  • [Uralsky 06] Y. Uralsky. “DX10: Practical Metaballs and Implicit Surfaces.” Technical report, NVIDIA Corporation, 2006.

III 렌더링 기법[편집]

1 높이 혼합을 이용한 사진트리 변위 매핑[편집]

  • [Cohen and Shaked 1993] D. Cohen, A. Shaked. “Photo-Realistic Imaging of Digital Terrains.” Computer Graphics Forum 12:3 (1993), 363-373.
  • [Donelly 2005] W. Donelly. “Per-Pixel Displacement Mapping with Distance Functions.” GPU Gems 2, Matt Pharr 엮음, pp. 123-36. Reading, MA: Addison- Wesley, 2005.
  • [Dummer 2006] J. Dummer. “Cone Step Mapping: An Iterative Ray-Heightfield Intersection Algorithm.” 2006. 웹 http://www.lonesock.net/files/ConeStepMapping.pdf.
  • [OH 2006] K. Oh, H. Ki, C. H. Lee. “Pyramidal Displacement Mapping: a GPU based Artifacts-Free Ray Tracing through Image Pyramid.” VRST ’06: Proceedings of the ACM symposium on Virtual Reality Software and Technology (2006), 75-82.
  • [Policarpo 2005] F. Policarpo, M. M. Oliveira, J. L. D. Comba. “Real Time Relief Mapping on Arbitrary Polygonal Surfaces.” Proceedings of I3D’05 (2005), 155-162.
  • [Policarpo 2007] F. Policarpo, M. M. Oliveira. “Relaxed Cone Step Mapping for Relief Mapping.” GPU Gems 3, Hubert Nguyen 엮음, pp. 409-428. Reading, MA: Addison-Wesley Professional, 2007.
  • [Tatarchuk 2006] N. Tatarchuk. “Practical Parallax Occlusion Mapping with Approximate Soft Shadow.” ShaderX5. Brookline, MA: Charles River Media, 2006.

2 기하 셰이더를 이용한 여러 가지 NPR 효과[편집]

  • [Achorn et al. 03] Brett Achorn, Daniel Teece, M. Sheelagh T. Carpendale, Mario Costa Sousa, David Ebert, Bruce Gooch, Victoria Interrante, Lisa M. Streit, Oleg Veryovka. “Theory and Practice of Non-Photorealistic Graphics: Algorithms, Methods, and Production Systems.” SIGGRAPH 2003. ACM Press, 2003.
  • [Ashikhmin 04] Michael Ashikhmin. “Image-Space Silhouettes for Unprocessed Models.” GI ’04: Proceedings of Graphics Interface 2004, pp. 195-202. School of Computer Science, University of Waterloo, Waterloo, Ontario, Canada: Canadian Human-Computer Communications Society, 2004.
  • [Card and Mitchell 02] Drew Card, Jason L. Mitchell. “Non-Photorealistic Rendering with Pixel and Vertex Shaders.” Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks, Wolfgang Engel 엮음. Plano, Texas: Wordware, 2002.
  • [Dietrich 00] Sim Dietrich. “Cartoon Rendering and Advanced Texture Features of the GeForce 256 Texture Matrix, Projective Textures, Cube Maps, Texture Coordinate Generation and Dotproduct3 Texture Blending.” Technical report, NVIDIA, 2000.
  • [Doss 08] Joshua Doss. “Inking the Cube: Edge Detection with Direct3D 10.” 웹 http://www.gamasutra.com/visualcomputing/archive, 2008.
  • [Dyken et al. 08] Christopher Dyken, Martin Reimers, Johan Seland. “Real- Time GPU Silhouette Refinement Using Adaptively Blended Bezier Patches.” Computer Graphics Forum 27:1(2008), 1-12.
  • [Everitt 02] Cass Everitt. “One-Pass Silhouette Rendering with GeForce and GeForce2.” White paper, NVIDIA Corporation, 2002.
  • [Gooch and Gooch 01] Amy A. Gooch, Bruce Gooch. Non-Photorealistic Rendering. A K Peters, 2001. ISBN: 1568811330, 250 pages.
  • [Gooch et al. 99] Bruce Gooch, Peter-Pike J. Sloan, Amy A. Gooch, Peter Shirley, Richard Riesenfeld. “Interactive Technical Illustration.” 1999 ACM Symposium on Interactive 3D Graphics, pp. 31-38, 1999.
  • [Hartner et al. 03] Ashley Hartner, Mark Hartner, Elaine Cohen, Bruce Gooch. “Object Space Silhouette Algorithms.”, 2003. Unpublished.
  • [Hermosilla and Vazquez 09] Pedro Hermosilla, Pere-Pau Vazquez. “Single Pass GPU Stylized Edges.” Proceedings of IV Iberoamerican Symposium in Computer Graphics, pp. 47-54, 2009.
  • [Isenberg et al. 03] Tobias Isenberg, Bert Freudenberg, Nick Halper, Stefan Schlechtweg, Thomas Strothotte. “A Developer’s Guide to Silhouette Algorithms for Polygonal Models.” IEEE Comput. Graph. Appl. 23:4(2003), 28-37.
  • [Lee et al. 06] Hyunjun Lee, Sungtae Kwon, Seungyong Lee. “Real-Time Pencil Rendering.” NPAR ’06: Proceedings of the 4th International Symposium on Non-photorealistic Animation and Rendering, pp. 37-45. New York: ACM, 2006.
  • [McGuire and Hughes 04] Morgan McGuire, John F. Hughes. “Hardware- Determined Feature Edges.” NPAR ’04: Proceedings of the 3rd International Symposium on Non-photorealistic Animation and Rendering, pp. 35-47. New York: ACM, 2004.
  • [Mitchell et al. 02] Jason L. Mitchell, Chris Brennan, Drew Card. “Real- Time Image-Space Outlining for Non-Photorealistic Rendering.” Siggraph 02, 2002.
  • [Raskar 01] Ramesh Raskar. “Hardware Support for Non-photorealistic Rendering.” 2001 SIGGRAPH / Eurographics Workshop on Graphics Hardware, pp. 41-46. ACM Press, 2001.
  • [Saito and Takahashi 90] Takafumi Saito, Tokiichiro Takahashi. “Comprehensible Rendering of 3-D Shapes.” SIGGRAPH90 24:3(1990), 197-206.

3 후처리 알파 혼합[편집]

  • [“Dead Code” 09] “Dead Code Elimination.” Wikipedia. 웹 http://en.wikipedia.org/wiki/Dead_code_elimination, 2009.
  • [Iain Cantlay 04] Iain Cantlay. “High-Speed, Off-Screen Particles.” GPU Gems 3, Hubert Nguyen 엮음. Reading, MA: Addison-Wesley Professional, 2007.
  • [Thibieroz 08] Nicolas Thibieroz. “Robust Order-Independent Transparency via Reverse Depth Peeling in DirectX10.” ShaderX6: Advanced Rendering Techniques (2008).
  • [Porter and Duff 84] Thomas Porter, Tom Duff. “Compositing Digital Images.”Computer Graphics 18:3(1984): 253-59.

4 가상 텍스처 매핑 입문[편집]

  • [Barret 08] Sean Barret. “Sparse Virtual Textures.” 2008. 웹 http://silverspaceship.com/src/svt/.
  • [Ewins et al. 98] JP Ewins, MD Waller, M. White, PF Lister. “MIP-Map Level Selection For Texture Mapping.”Visualization and Computer Graphics, IEEE Transactions on 4:4(1998), 317-329.
  • [Kraus and Ertl 02] Martin Kraus, Thomas Ertl. “Adaptive Texture Maps.” HWWS ’02: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware, pp. 7-15. Aire-la-Ville, Switzerland, Switzerland: Eurographics Association, 2002.
  • [Lefebvre et al. 04] Sylvain Lefebvre, Jerome Darbon, Fabrice Neyret. “Unified Texture Management for Arbitrary Meshes.” Technical Report RR5210, INRIA, 2004. 웹 http://www-evasion.imag.fr/Publications/2004/LDN04.
  • [Mittring 08] Martin Mittring. “Advanced Virtual Texture Topics.” 2008. 웹 http://ati.amd.com/developer/SIGGRAPH08/Chapter02-Mittring-Advanced_Virtual_Texture_Topics.pdf.
  • [Seiler et al. 08] Larry Seiler, Doug Carmean, Eric Sprangle, Tom Forsyth, Michael Abrash, Pradeep Dubey, Stephen Junkins, Adam Lake, Jeremy Sugerman, Robert Cavin, Roger Espasa, Ed Grochowski, Toni Juan, Pat Hanrahan. “Larrabee: A Many-Core x86 Architecture for Visual Computing.” ACM Trans. Graph. 27:3(2008), 1-15.
  • [Tanner et al. 98] C.C. Tanner, C.J. Migdal, M.T. Jones. “The Clipmap: A Virtual Mipmap.” Proceedings of the 25th Annual Conference on Computer Graphics and Interactive Techniques, pp. 151-158. ACM New York, 1998.
  • [Thibieroz 08] Nicolas Thibieroz. “Ultimate Graphics Performance for DirectX 10 Hardware.” GDC Presentation, 2008.
  • [van Waveren 08] J. M. P. van Waveren. “Geospatial Texture Streaming from Slow Storage Devices.” 2008. 웹 http://software.intel.com/en-us/articles/geospatial-texture-streaming-from-slow-storage-devices/.
  • [Wu 98] Kevin Wu. “Direct Calculation of MIP-Map Level for Faster Texture Mapping.” Hewlett-Packard Laboratories, 1998. 웹 http://www.hpl.hp.com/techreports/98/HPL-98-112.html.

IV 전역 조명[편집]

1 간접 조명을 위한 빠른 스텐실 기반 다중 해상도 스플래팅[편집]

  • [Carr et al. 06] Nathan A. Carr, Jared Hoberock, Keenan Crane, John C. Hart. “Fast GPU Ray Tracing of Dynamic Meshes Using Geometry Images.” Graphics Interface, 137, 137, pp. 203-209, 2006.
  • [Dachsbacher and Stamminger 05] Carsten Dachsbacher, Marc Stamminger. “Reflective Shadow Maps.” Symposium on Interactive 3D Graphics and Games, pp. 203-208, 2005.
  • [Dachsbacher and Stamminger 06] Carsten Dachsbacher, Marc Stamminger. “Splatting Indirect Illumination.” Symposium on Interactive 3D Graphics and Games, pp. 93-100, 2006.
  • [Grossman and Dally 98] J. Grossman, William Dally. “Point Sample Rendering.” Eurographics Workshop on Rendering, pp. 181-192, 1998.
  • [Keller 97] Alexander Keller. “Instant Radiosity.” Proceedings of SIGGRAPH, pp. 49-54, 1997.
  • [Lafortune and Willems 93] Eric Lafortune, Yves Willems. “Bi-Directional Path Tracing.” 0, pp. 145-153, 1993.
  • [McGuire and Luebke 09] Morgan McGuire, David Luebke. “Hardware- Accelerated Global Illumination by Image Space Photon Mapping.” High Performance Graphics, pp. 77-89, 2009.
  • [Nichols and Wyman 09] Greg Nichols, Chris Wyman. “Multiresolution Splatting for Indirect Illumination.” Symposium on Interactive 3D Graphics and Games, pp. 83-90, 2009.
  • [Ritschel et al. 09] Tobias Ritschel, Thorsten Grosch, Hans-Peter Seidel. “Approximating Dynamic Global Illumination in Image Space.” Symposium on Interactive 3D Graphics and Games, pp. 75-82, 2009.

2 화면 공간 지향광 차폐[편집]

  • [Bunnell 06] M Bunnell. “Dynamic Ambient Occlusion and Indirect Lighting.” GPU Gems 2, W. Engel 엮음, pp. 223-233. Addison-Wesley, 2006.
  • [Hoberock and Jia 07] Jared Hoberock, Yuntao Jia. “High-Quality Ambient Occlusion.” GPU Gems 3, Chapter 12. Reading, MA: Addison-Wesley, 2007.
  • [Landis 02] H. Landis. “RenderMan in Production.” ACM SIGGRAPH 2002 Course 16, 2002.
  • [Mendez et al. 06] A. Mendez, M. Sbert, J. Cata, N. Sunyer, S. Funtane. “Realtime Obscurances with Color Bleeding.” ShaderX4: Advanced Rendering Techniques, pp. 121-133. Charles River Media, 2006.
  • [Mittring 07] Martin Mittring. “Finding Next-Gen: CryEngine 2.” SIGGRAPH ’07: ACM SIGGRAPH 2007 courses, pp. 97-121. New York: ACM, 2007.
  • [Pham and van Vliet 05] T.Q. Pham, L.J. van Vliet. “Separable Bilateral Filtering for Fast Video Preprocessing.”IEEE International Conference on Multimedia and Expo.
  • [Reinbothe et al. 09] Christoph Reinbothe, Tamy Boubekeur, Marc Alexa. “Hybrid Ambient Occlusion.”EUROGRAPHICS 2009 Areas Papers.
  • [Ritschel et al. 09] Tobias Ritschel, Thorsten Grosch, Hans-Peter Seidel. “Approximating Dynamic Global Illumination in Image Space.” Proceedings ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games(I3D) 2009, pp. 75-82, 2009.
  • [Segovia et al. 06] Benjamin Segovia, Jean-Claude Iehl, Richard Mitanchey, Bernard Peroche. “Non-interleaved Deferred Shading of Interleaved Sample Patterns.” SIGGRAPH/Eurographics Graphics Hardware, 2006.
  • [Shanmugam and Arikan 07] Perumaal Shanmugam, Okan Arikan. “Hardware Accelerated Ambient Occlusion Techniques on GPUs.” Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, pp. 73-80. ACM, 2007.

3 기하 임포스터를 이용한 실시간 다중 반사 광선 추적[편집]

  • [Carr et al. 06] N.A. Carr, J. Hoberock, K. Crane, J.C. Hart. “Fast GPU Ray Tracing of Dynamic Meshes Using Geometry Images.” Proceedings of Graphics Interface 2006, pp. 203-209. Toronto: Canadian Information Processing Society, 2006.
  • [Oliveira et al. 00] Manuel M. Oliveira, Gary Bishop, David McAllister. “Relief Texture Mapping.” Proceedings of SIGGRAPH 2000.
  • [Policarpo et al. 05] Fabio Policarpo, Manuel M. Oliveira, J. L. D. Comba. “Real-Time Relief Mapping on Arbitrary Poligonal Surfaces.” ACM SIGGRAPH 2005 Symposium on Interactice 3D Graphics and Games.
  • [Szirmay-Kalos and Umenhoffer 08] L. Szirmay-Kalos, T. Umenhoffer. “Displacement Mapping on the GPU-State of the Art.” Computer Graphics Forum, 27, 27, pp. 1567-1592. Citeseer, 2008.
  • [Szirmay-Kalos et al. 05] Laszlo Szirmay-Kalos, Barnabas Aszodi, Istvan Lazanyi, Matyas Premecz. “Approximate Ray-Tracing on the GPU with Distance Impostors.” Computer Graphics Forum 24.
  • [Wyman and Davis 06] Chris Wyman, Scott Davis. “Interactive Image-Space Techniques for Approximating Caustics.” I3D ’06: Proceedings of the 2006 Symposium on Interactive 3D Graphics and Games, pp. 153-160. New York: ACM, 2006.

V 이미지 공간[편집]

1 GPU에서 비등방 Kuwahara 필터링 구현하기[편집]

  • [Brox et al. 06] T. Brox, R. Boomgaard, F. Lauze, J. Weijer, J. Weickert, P. Mrazek, P. Kornprobst. “Adaptive Structure Tensors and Their Applications.” Visualization and Processing of Tensor Fields, pp. 17-47. Springer, 2006.
  • [Comaniciu and Meer 02] D. Comaniciu, P. Meer. “Mean Shift: A Robust Approach Toward Feature Space Analysis.” IEEE Transactions on Pattern Analysis and Machine Intelligence 24:5(2002), 603-619.
  • [Kuwahara et al. 76] M. Kuwahara, K. Hachimura, S. Eiho, M. Kinoshita. Digital Processing of Biomedical Images, pp. 187-203. Plenum Press, 1976.
  • [Kyprianidis and Dollner 08] J. E. Kyprianidis, J. Dollner. “Image Abstraction by Structure Adaptive Filtering.” Proc. EG UK Theory and Practice of Computer Graphics, pp. 51-58. Eurographics Association, 2008.
  • [Kyprianidis et al. 09] J. E. Kyprianidis, H. Kang, J. Dollner. “Image and Video Abstraction by Anisotropic Kuwahara Filtering.” Computer Graphics Forum 28:7. Special Issue on Pacific Graphics 2009.
  • [Papari et al. 07] G. Papari, N. Petkov, P. Campisi. “Artistic Edge and Corner Enhancing Smoothing.” IEEE Transactions on Image Processing 16:10 (2007), 2449-2462.
  • [Pham 06] T. Q. Pham. “Spatiotonal Adaptivity in Super-Resolution of Undersampled Image Sequences.” Ph.D. thesis, Quantitative Imaging Group, Delft University of Technology, 2006.
  • [Tomasi and Manduchi 98] C. Tomasi, R. Manduchi. “Bilateral Filtering for Gray and Color Images.” Proceedings International Conference on Computer Vision(ICCV), pp. 839-846, 1998.
  • [Yang et al. 96] G. Z. Yang, P. Burger, D. N. Firmin, S. R. Underwood. “Structure Adaptive Anisotropic Image Filtering.” Image and Vision Computing 14:2(1996), 135-145.

2 후처리를 이용한 경계선 앨리어싱 제거[편집]

  • [Beyond3D 09] “List of Rendering Resolutions and Basics on Hardware Scaling, MSAA, Framebuffers.” Beyond3D. 웹 http://forum.beyond3d.com/showthread.php?t=46241, 14 2009년 9월.
  • [Huddy 08] Richard Huddy. DirectX 10.1. Game Developer’s Conference, 2008.
  • [Kilgard 01] Mark J. Kilgard. “OpenGL Extension Registry: NV_vertex_array_range.” OpenGL Extension Registry. 웹 http://oss.sgi.com/projects/ogl-sample/registry/NV/vertex_array_range.txt, April 2001.
  • [Kirkland 99] Dale Kirkland, Bill Armstrong, Michael Gold, Jon Leech, Paula Womack. “GL_ARB_multisample.” OpenGL Extension Registry. 웹 http://www.opengl.org/registry/specs/ARB/multisample.txt, 1999.
  • [Koonce 07] Rusty Koonce. “Deferred Shading in Tabula Rasa.” GPU Gems 3, Hubert Nguyen 엮음, pp. 429-457. Boston: Addison-Wesley, 2008.
  • [Myers 07] Kevin Myers and Louis Bavoil. 2007. “Stencil Routed A-Buffer.” ACM SIGGRAPH 2007 Sketches (2007).
  • [NVIDIA 08] NVIDIA. NVIDIA GeForce GTX 200 GPU Datasheet. 2008.
  • [Shishkovtso 05] Oles Shishkovtso. “Deferred Rendering in S.T.A.L.K.E.R.” GPU Gems 2, Matt Pharr, Randima Fernando 엮음. Boston: Addison-Wesley, 2005.
  • [Thurmer 98] Grit Thurmer and Charles A. Wuthrich. “Computing Vertex Normals from Polygonal Facets.” Journal of Graphics Tools 3:1(Mar. 1998), 43-46.
  • [Valient 07] Michal Valient. “Deferred Rendering in Killzone 2.” Develop Conference, Brighton, UK, 2007년 7월.
  • [Young 07] Peter Young. “CSAA(Coverage Sampling Anti-Aliasing).” Technical Report, NVIDIA Corporation, 2007.

3 플로이드-스타인버그 하프토닝을 이용한 환경 매핑[편집]

  • [Burke et al. 04] David Burke, Abhijeet Ghosh, Wolfgang Heidrich. “Bidirectional Importance Sampling for Illumination from Environment Maps.” ACM SIGGRAPH 2004 Sketches, p. 112, 2004.
  • [Debevec 98] Paul Debevec. “Rendering Synthetic Objects Into Real Scenes: Bridging Traditional and Image-Based Graphics with Global Illumination and High Dynamic Range Photography.” SIGGRAPH ’98, pp. 189-198, 1998.
  • [Floyd and Steinberg 75] Robert W. Floyd, Louis Steinberg. “An Adaptive Algorithm for Spatial Gray Scale.” Society for Information Display 1975 Symposium Digest of Tecnical Papers, p. 36, 1975.
  • [Kang 99] Henry R. Kang. Digital Color Halftoning. Bellingham, WA: SPIE Press, 1999.
  • [Kollig and Keller 03] Thomas Kollig, Alexander. Keller. “Efficient Illumination by High Dynamic Range Images.” Eurographics Symposium on Rendering, pp. 45-51, 2003.
  • [Ostromoukhov et al. 04] Victor Ostromoukhov, Charles Donohue, Pierre- Marc Jodoin. “Fast Hierarchical Importance Sampling with Blue Noise Properties.” ACM Transactions on Graphics 23:3(2004), 488-498.
  • [Szirmay-Kalos and Szecsi 09] Laszlo Szirmay-Kalos, Laszlo Szecsi. “Deterministic Importance Sampling with Error Diffusion.” Computer Graphics Forum(EG Symposium on Rendering) 28:4(2009), 1056-1064.
  • [Szirmay-Kalos et al. 09] Laszlo Szirmay-Kalos, Laszlo Szecsi, Anton Penzov. “Importance Sampling with Floyd-Steinberg Halftoning.” Eurographics 09, Short Papers, pp. 69-72, 2009.
  • [Talbot et al. 05] Justin Talbot, David Cline, Parris K. Egbert. “Importance Resampling for Global Illumination.” Rendering Techniques, pp. 139-146, 2005.

4 입도별 차폐 선별을 위한 계통적 항목 버퍼[편집]

  • [Bittner et al. 04] Ji?i Bittner, Michael Wimmer, Harald Piringer, Werner Purgathofer. “Coherent Hierarchical Culling: Hardware Occlusion Queries Made Useful.” Computer Graphics Forum 23:3(2004), 615-624. Proceedings EUROGRAPHICS 2004.
  • [Engelhardt and Dachsbacher 09] Thomas Engelhardt, Carsten Dachsbacher. “Granular Visibility Queries on the GPU.” I3D ’09: Proceedings of the 2009 Symposium on Interactive 3D Graphics and Games, pp. 161-167. New York: ACM, 2009.
  • [Lloyd et al. 04] Brandon Lloyd, Jeremy Wend, Naga K. Govindaraju, Dinesh Manocha. “CC Shadow Volumes.” Rendering Techniques, pp. 197-206, 2004.
  • [Scheuermann and Hensley 07] Thorsten Scheuermann, Justin Hensley. “Efficient Histogram Generation Using Scattering on GPUs.” I3D ’07: Proceedings of the 2007 Symposium on Interactive 3D Graphics and Games, pp. 33- 37. New York: ACM, 2007.
  • [Weghorst et al. 84] Hank Weghorst, Gary Hooper, Donald P. Greenberg. “Improved Computational Methods for Ray Tracing.” ACM Transactions on Graphics 3:1(1984), 52-69.

5 사실적인 피사계 심도 효과를 위한 후보정 과정[편집]

  • [Cook et al. 84] Robert L. Cook, Thomas Porter, Loren Carpenter. “Distributed Ray Tracing.” Proceedings of SIGGRAPH ’84, 26, 26, 1984.
  • [Cyril et al. 05] Pichard Cyril, Michelin Sylvain, Tubach Olivier. “Photographic Depth of Field Blur Rendering.” Proceedings of WSCG 2005, 2005.
  • [Demers 04] Joe Demers. “Depth of Field: A Survey of Techniques.” GPU Gems, pp. 375-390. Boston: Addison-Wesley, 2004.
  • [Kass et al. 06] Michael Kass, Aaron Lefohn, John Owen. “Interactive Depth of Field Using Simulated Diffusion on a GPU.” Technical Report.
  • [Kraus and Strengert 07] M. Kraus, M. Strengert. “Depth-of-Field Rendering by Pyramidal Image Processing.” Proceedings of Eurographics 2007, pp. 584-599, 2007.
  • [Lokovic and Veach 00] Tom Lokovic, Eric Veach. “Deep Shadow Maps.” Proceedings of SIGGRAPH 2000, 2000.

6 실시간 화면 공간 구름 조명[편집]

7 화면 공간 표면하 산란[편집]

  • [d’Eon and Luebke 07] Eugene d’Eon, David Luebke. “Advanced Techniques for Realistic Real-Time Skin Rendering.” GPU Gems 3, Hubert Nguyen 엮음, Chapter 14, pp. 293-347. Addison Wesley, 2007.
  • [Gillham 06] David Gillham. “Real-time Depth-of-Field Implemented with a Postprocessing-Only Technique.” ShaderX5, Wolfgang Engel 엮음, Chapter 3.1, pp. 163-175. Charles River Media, 2006.
  • [Gritz and d’Eon 07] Larry Gritz, Eugene d’Eon. “The Importance of Being Linear.” GPU Gems 3, Hubert Nguyen 엮음, Chapter 24, pp. 529-542. Addison Wesley, 2007.
  • [Hable et al. 09] John Hable, George Borshukov, Jim Hejl. “Fast Skin Shading.” ShaderX7, Wolfgang Engel 엮음, Chapter 2.4, pp. 161-173. Charles River Media, 2009.
  • [Jensen et al. 01] Henrik Wann Jensen, Steve Marschner, Marc Levoy, Pat Hanrahan. “A Practical Model for Subsurface Light Transport.” Proceedings of ACM SIGGRAPH 2001, pp. 511-518, 2001.
  • [Jimenez and Gutierrez 08] Jorge Jimenez, Diego Gutierrez. “Faster Rendering of Human Skin.” CEIG, pp. 21-28, 2008.
  • [Jimenez et al. 09] Jorge Jimenez, Veronica Sundstedt, Diego Gutierrez. “Screen-Space Perceptual Rendering of Human Skin.” ACM Transactions on Applied Perception.

VI 휴대용 기기[편집]

3 iPhone 3GS 그래픽 개발 및 최적화 전략[편집]

  • [POWERVR 09] Imagination Technologies. “POWERVR SGX OpenGL ES 2.0 Application Development Recommendations.” 2009
  • [Apple 09] Apple Inc. “The Objective-C 2.0 Programming Guide.” 2009. 웹 http:// developer.apple.com/iphone/library/documentation/Cocoa/Conceptual/ ObjectiveC/ObjC.pdf
  • [Fenney 03] Simon Fenney. “Texture Compression using Low-Frequency Signal Modulation.” Graphics Hardware. White paper, 2003. 웹 http://www.imgtec.com/whitepapers/PVRTextureCompression.pdf.

4 이동기기용 3D UI 엔진의 최적화[편집]

  • [Munshi et al. 08] Aaftab Munshi, Dan Ginsburg, Dave Shreiner. OpenGL(R) ES 2.0 Programming Guide. Boston: Addison-Wesley Professional, 2008.
  • [Pulli et al. 07] Kari Pulli, Jani Vaarala, Ville Miettinen, Tomi Aarnio, Kimmo Roimela. Mobile 3D Graphics: with OpenGL ES and M3G. San Francisco: Morgan Kaufmann, 2007.
  • [Beets 09] Kristof Beets, Mikael Gustavsson, Erik Olsson. “Optimizing your first OpenGL ES Applications.” ShaderX7: Advanced Rendering Techniques. Boston: Charles River Media, 2009.
  • [Catterall 09] Ken Catterall. “Optimised Shaders for Advanced Graphical User Interfaces.” ShaderX7: Advanced Rendering Techniques. Boston: Charles River Media, 2009.
  • [Khronos 09] Khronos OpenGL ES. 2009. 웹 http://www.khronos.org/opengles/.
  • [Imagination Technologies 09] Khronos OpenGL ES 2.0 SDKs for POWERVR SGX. 2009. 웹 http://www.imgtec.com/powervr/insider/sdk/KhronosOpenGLES2xSGX.asp.
  • [Microsoft 09] Microsoft DirectX. 2009. 웹 http://msdn.microsoft.com/en-us/directx/default.aspx.

VII 그림자[편집]

1 전통적인 그림자 필터링의 속도 개선[편집]

  • [Annen et al. 07] Thomas Annen, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz. “Convolution Shadow Maps.” Eurographics Symposium on Rendering 18(2007).
  • [Donnelly et al. 06] William Donnelly, Andrew Lauritzen. “Variance Shadow Maps.” SI3D ’06: Proceedings of the 2006 Symposium on Interactive 3D Graphics and Games (2006), 161-165.
  • [Dmitriev et al. 07] Kirill Dmitriev, Yury Uralsky. “Soft Shadows Using Hierarchical Min-Max Shadow Maps.” Presented at Game Developers Conference, San Francisco, March 5-9, 2007. 웹 http://developer.download.nvidia.com/presentations/2007/gdc/SoftShadows.pdf.
  • [Fernando 05] Randima Fernando. “Percentage-Closer Soft Shadows.” International Conference on Computer Graphics and Interactive Techniques 35 (2005). 웹 http:// download.nvidia.com/developer/presentations/2005/GDC/Sponsored_Day/ Percentage_Closer_Soft_Shadows.pdf.
  • [Gruen 07] Holger Grun. “Approximate Cumulative Distribution Function Shadow Mapping.” ShaderX6 Advanced Rendering Techniques, edited by Wolfgang Engel. Boston: Charles River Media, 2007, 239-256.
  • [Gumbau et al. 10] Jesus Gumbau, Miguel Chover, Mateu Sbert. “Screen- Space Soft Shadows.” GPUPro Advanced Rendering Techniques, edited by Wolfgang Engel. Natick, MA: A K Peters, 2010.
  • [Soler et al. 98] C. Solor, F. Sillion,. “Fast Calculation of Soft Shadow Textures Using Convolution.” Computer Graphics(SIGGRAPH ’98 Proceedings) (1998): 321-32.
  • [Williams 78] Lance Williams. “Casting curved shadows on curved surfaces.” Computer Graphics(SIGGRAPH ’78 Proceedings) 12(1978): 270-274.

2 혼성 최대·최소 평면 기반 그림자 맵[편집]

3 4면체 매핑을 이용한 무지향광 그림자 매핑[편집]

  • [Williams 78] Lance Williams. “Casting Curved Shadows on Curved Surfaces.” Computer Graphics(SIGGRAPH ’78 Proceedings) 12.3(1978): 270-274.
  • [Voorhies and Foran 94] Douglas Voorhies, Jim Foran. “Reflection Vector Shading Hardware.” Proceedings of SIGGRAPH ’94 (1994): 163-166.
  • [Heidrich and Seidel 98] Wolfgang Heidrich, Hans-Peter Seidel. “View- Independent Environment Maps.” 1998 SIGGRAPH / Eurographics Workshop on Graphics Hardware (1998): 39-46.

4 화면 공간 부드러운 그림자[편집]

  • [Annen et al. 08] Thomas Annen, Zhao Dong, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz. “Real-Time, All-Frequency Shadows in Dynamic Scenes.” Proceedings of SIGGRAPH 3(2008), 1-8.
  • [Bavoil 08a] Louis Bavoil. “Advanced Soft Shadow Mapping Techniques.” Game Developers Conference.
  • [Bavoil 08b] Louis Bavoil. “Percentage-Closer Soft Shadows.” NVIDIA. Available online(http://developer.download.nvidia.com/SDK/10.5/direct3d/samples.html).
  • [Donnelly and Lauritzen 06] William Donnelly, Andrew Lauritzen. “Variance Shadow Maps.” Proceedings of the 2006 Symposium on Interactive 3D Graphics and Games, pp. 161-165, 2006.
  • [Engel 08] Wolfgang Engel. “Designing a Renderer for Multiple Lights: The Light Pre-Pass Renderer.” ShaderX7 : Advanced rendering techniques.
  • [Fernando 05] Randima Fernando. “Percentage-Closer Soft Shadows.” SIGGRAPH ’05: ACM SIGGRAPH 2005 Sketches, p. 35, 2005.
  • [Geusebroek and Smeulders 03] Jan M. Geusebroek, Arnold W. M. Smeulders. “Fast Anisotropic Gauss Filtering.” IEEE Transactions on Image Processing 12:8(2003), 99-112.
  • [Hasenfratz et al. 03] Jean-Marc Hasenfratz, Marc Lapierre, Nicolas Holzschuch, Francois Sillion. “A Survey of Real-Time Soft Shadows Algorithms.” Computer Graphics Forum 22:4(2003), 753-774.
  • [Reeves et al. 87] William T. Reeves, David H. Salesin, Robert L. Cook. “Rendering Antialiased Shadows with Depth Maps.” SIGGRAPH ’87 21:4 (1987), 283-291.
  • [Salvi 07] Marco Salvi. “Rendering Filtered Shadows with Exponential Shadow Maps.” ShaderX6 : Advanced rendering techniques.
  • [Williams 78] Lance Williams. “Casting Curved Shadows on Curved Surfaces.” SIGGRAPH ’78, 12, 12, pp. 270-274, 1978.

VIII 3D 엔진 설계[편집]

1 GPU에서 버킷 정렬을 이용해서 다중 단편 효과 만들기[편집]

  • [Bavoil and Myers 08] Louis Bavoil, Kevin Myers. “Order Independent Transparency with Dual Depth Peeling.” Technical report, NVIDIA Corporation, 2008.
  • [Bavoil et al. 07] Louis Bavoil, Steven P. Callahan, Aaron Lefohn, Jo ao L. D. Comba, Claudio T. Silva. “Multi-Fragment Effects on the GPU Using the k-Buffer.” Proceedings of the 2007 Symposium on Interactive 3D Graphics and Games, pp. 97-104, 2007.
  • [Everitt 01] Cass Everitt. “Interactive Order-Independent Transparency.” Technical report, NVIDIA Corporation, 2001. 웹 http://developer.nvidia.com/object/Interactive_Order_Transparency.html.
  • [Liu et al. 06] Bao-Quan Liu, Li-Yi Wei, Ying-Qing Xu. “Multi-Layer Depth Peeling via Fragment Sort.” Technical report, Microsoft Research Asia, 2006.
  • [Mammen 89] Abraham Mammen. “Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique.” IEEE Computer Graphics and Applications 9:4(1989), 43-55.
  • [NVIDIA 05] NVIDIA. “GPU Programming Exposed: the Naked Truth Behind NVIDIA’s Demos.” Technical report, NVIDIA Corporation, 2005.

2 Cell Broadband Engine에서 병렬화된 사전 조명 패스 렌더링 구현하기[편집]

3 Direct3D9와 OpenGL 2.0 사이의 코드 이식[편집]

IX 게임 부검[편집]

2 Call of Juarez: Bound in Blood에 쓰인 렌더링 기법들[편집]

  • [Techland 07] Techland, Call of Juarez. 웹 http://www.coj-game.com/,2009년 9월.
  • [Techland 09] Techland, Call of Juarez: Bound in Blood. 웹 http://www.callofjuarez.com, 2009년 9월.
  • [Hargreaves 04] S. Hargreaves. “Deferred Shading.” Game Developer’s Conference, San Jose, CA, 2004년 3월 24-26일. 웹 http://www.talula.demon.co.uk/DeferredShading.pdf, September 2009;
  • [Tomasi 98] C. Tomasi, R. Manduchi. “Bilateral Filtering for Gray and Color Images.” Proceedings of the Sixth International Conference on Computer Vision (1998):839-846.

3 크게, 아름답게, 빠르게, 일관되게 만들기: Just Cause 2 개발에서 배운 교훈들[편집]

  • [Trebilco 09] amian Trebilco. “Light-Indexed Deferred Rendering.” ShaderX7, Wolfgang Engel 엮음. pp. 243-256. Boston: Charles River Media, 2008.
  • [Engel 06] olfgang Engel. “Cascaded Shadow Maps.” ShaderX7, Wolfgang Engel 엮음. pp. 197-206. Boston: Charles River Media, 2008.
  • [Zhang 09] an Zhang, Alexander Zaprjagaev, Allan Bentham. “Practical Cascaded Shadow Maps.” ShaderX7, Wolfgang Engel 엮음. pp. 305-329. Boston: Charles River Media, 2008.
  • [Tatarchuk 05] atalya Tatarchuk. “Advances in Real-Time Skin Rendering.” 웹 http://developer.amd.com/media/gpu_assets/D3DTutorial05_Real-Time_Skin_Rendering.pdf, 2009.
  • [Kajalin 09] ladimir Kajalin. “Screen-Space Ambient Occlusion.” ShaderX7, Wolfgang Engel 엮음. pp. 413-424. Boston: Charles River Media, 2008.
  • [Ericson 07] hrister Ericson. “Physics for Games Programmers: Numerical Robustness(for Geometric Calculations).” 웹 http://realtimecollisiondetection.net, 2009.
  • [Persson 09] Emil Persson. “Particle Trimmer.” 웹 http://www.humus.name,2009.

4 파괴 가능한 입체 지형[편집]

X 픽셀과 삼각형을 넘어서[편집]

1 범용 시각적 컴퓨터의 병렬 구현[편집]

  • [Chua and Yang 98a] L. O. Chua, L. Yang. Cellular Neural Networks: Applications, 35. Singapore: World Scientific, 1998.
  • [Chua and Yang 98b] L. O. Chua, L. Yang. “Cellular Neural Networks: Theory.” IEEE Trans. on Circuits and System 35:10(1998), 1257-1268.
  • [Chua 98] L. O. Chua. A Paradigm for Complexity. Singapore: World Scientific, 1998.
  • [K.R. Crounse and Chua 93] T. Roska K.R. Crounse, L.O. Chua. “Image Halftoning with Cellular Neural Networks.” IEEE Trans. Circuits Syst. Part II 40:4(1993), 267-283.
  • [K.R. Crounse 93] L.O. Chua K.R. Crounse, T. Roska. “Image Halftoning with Cellular Neural Networks.” IEEE Trans. Circuits Syst. Part II 40:4(1993), 267-283.
  • [M. Brucoli 95] G. Grassi M. Brucoli, L. Carnimeo. “Discrete-Time Cellular Neural Networks for Associative Memories with Learning and Forgetting Capabilities.” IEEE Trans. Circuits Syst. Part I 42:7(1995), 396-399.
  • [Turk 91] G. Turk. “Generating Textures on Arbitrary Surfaces using Reaction Diffusion.” ACM SIGGRAPH, pp. 289-298.

2 CUDA를 이용한 가상 텍스처링 가속[편집]

  • [Barrett 08] Sean Barrett. “Sparse Virtual Textures.” GDC 2008 presentation, 2008.
  • [Biermann et al. 04] Ralf Biermann, Derek Cornish, Matt Craighead, Bill Licea- Kane, Brian Paul. “Pixel Buffer Object.”
  • [Harris et al. 08] Mark Harris, Shubhabrata Sengupta, John D. Owens. “Parallel Prefix Sum(Scan) with CUDA.” GPU Gems 3, pp. 851-876.
  • [Lefebre et al. 04] Sylvain Lefebre, Jerome Darbon, Fabrice Neyret. “Unified Texture Management for Arbitrary Meshes.” Research Report No. 5210.
  • [Mittring 08] Martin Mittring. “Advanced Virtual Texture Topics.” ACM SIGGRAPH 2008 Classes.
  • [NVIDIA 99] NVIDIA. Texture Filter Anisotropic. Santa Clara: NVIDIA Corporation, 1999.
  • [NVIDIA 09] NVIDIA. OpenCL Jump Start Guide. Santa Clara: NVIDIA Corporation, 2009.
  • [Tanner et al. 98] Christopher C. Tanner, Christopher J. Migdal, Michael T. Jones. “The Clipmap: A Virtual Mipmap.” Proceedings of the 25th Annual Conference on Computer Graphics and Interactive Techniques.
  • [van Waveren 06] Jan-Paul van Waveren. “Real-Time DXT Compression.”
  • [van Waveren 08] Jan-Paul van Waveren. “Geospatial Texture Streaming from Slow Storage Devices.”
  • [van Waveren 09] Jan-Paul van Waveren. “ID Tech 5 Challenges.” SIGGRAPH 2009: Beyond Programmable Shading Course.

3 GigaVoxels를 이용한 고세부 입체 장면의 효율적 렌더링[편집]

  • [Crassin et al. 09] Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre, Elmar Eisemann. “GigaVoxels : Ray-Guided Streaming for Efficient and Detailed Voxel Rendering.” ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games(I3D). ACM, 2009. 웹 http://artis.imag.fr/Publications/2009/CNLE09.
  • [Engel et al. 01] Klaus Engel, Martin Kraus, Thomas Ertl. “High-Quality Pre-integrated Volume Rendering Using Hardware-Accelerated Pixel Shading.” ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics hardware (HWWS), pp. 9-16, 2001.
  • [Hadwiger et al. 06] Markus Hadwiger, Joe M. Kniss, Christof Rezk-salama, Daniel Weiskopf, Klaus Engel. Real-Time Volume Graphics, 2006.
  • [Horn et al. 07] Daniel Reiter Horn, Jeremy Sugerman, Mike Houston, Pat Hanrahan. “Interactive k-d Tree GPU Raytracing.” ACM Siggraph Symposium on Interactive 3D Graphics and Games(I3D), 2007.
  • [Kapler 03] Alan Kapler. “Avalanche! Snowy FX for XXX.” SIGGRAPH Sketch (2003): 1.
  • [Krall and Harrington 05] Joshua Krall, Cody Harrington. “Modeling and Rendering of Clouds on ‘Stealth.’” SIGGRAPH Sketch (2005).
  • [Kruger and Westermann 03] J. Kruger, R. Westermann. “Acceleration Techniques for GPU-based Volume Rendering.” VIS ’03: Proceedings of the 14th IEEE Visualization 2003(VIS’03). Washington, DC: IEEE Computer Society, 2003.
  • [Lefebvre et al. 05] Sylvain Lefebvre, Samuel Hornus, Fabrice Neyret. “Octree Textures on the GPU.” GPU Gems 2: Programming Techniques for High- Performance Graphics and General-Purpose Computation, pp. 595-613. Boston: Addison Wesley, 2005. 웹 http://www-evasion.imag.fr/Publications/2005/LHN05a.
  • [NVIDIA 09] NVIDIA. CUDA Programming Guide 2.2, 2009.
  • [Roettger et al. 03] Stefan Roettger, Stefan Guthe, Daniel Weiskopf, Thomas Ertl, Wolfgang Strasser. “Smart Hardware-Accelerated Volume Rendering.” VISSYM ’03: Proceedings of the Symposium on Data Visualisation 2003. Eurographics Association, 2003.
  • [Scharsach 05] Henning Scharsach. “Advanced GPU Raycasting.” Central European Seminar on Computer Graphics, pp. 69-76, 2005.

4 GPU에서 수행하는 공간 구획 분류[편집]

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5 입자들과 동적 메시 사이의 실시간 상호작용을 GPU에서 구현하기[편집]

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