└── README.md /README.md: -------------------------------------------------------------------------------- 1 | # MyLibrary 2 | Join my telegram channel, where I post everything related to graphics! 3 | https://t.me/cg_lib 4 | 5 | ## Important resources 6 | 7 | - [SIGGRAPH Course: Physically Based Shading in Theory and Practice](https://blog.selfshadow.com/publications/) 8 | - [SIGGRAPH Course: Advances in Real-Time Rendering in 3D Graphics and Games](http://advances.realtimerendering.com/) 9 | - [SIGGRAPH Course: Rendering Engine Architecture](http://enginearchitecture.realtimerendering.com/) 10 | - [GDC Vault](https://www.gdcvault.com/) 11 | - [Graphics Programming Weekly - Article Database](https://www.jendrikillner.com/article_database/) 12 | - [KIT Computer Graphics Group research page](https://cg.ivd.kit.edu/english/publikationen.php) 13 | - [EPFL RGL (Realistic Graphics Lab)](http://rgl.epfl.ch/publications) 14 | - [Ray Tracing Gems](https://www.realtimerendering.com/raytracinggems/rtg/index.html) 15 | - [Ray Tracing Gems II](https://www.realtimerendering.com/raytracinggems/rtg2/index.html) 16 | - [Light Transport Papers](https://drive.google.com/drive/folders/16A6Yj2esRTk0FP-ALr6XfxkGQvTb_1dD) 17 | 18 | ## Authors' pages 19 | - [Matt Pharr](https://pharr.org/matt/#papers) 20 | - [Morgan McGuire](https://casual-effects.com/) 21 | - [Iliyan Georgiev](http://www.iliyan.com/publications) 22 | - [Eric Heitz](https://eheitzresearch.wordpress.com/research/) 23 | - [Stephen Hill](https://blog.selfshadow.com/publications/) 24 | - [Anton Kaplanyan](http://kaplanyan.com/#publications) 25 | - [Arseny Kapoulkine](https://zeux.io/) 26 | - [Edward Liu](http://behindthepixels.io/publications/) 27 | - [Thomas Müller](https://tom94.net/) 28 | - [Yusuke Tokuyoshi](https://yusuketokuyoshi.com/) 29 | - [Ari Silvennoinen](https://arisilvennoinen.github.io/) 30 | - [Peter-Pike Sloan](https://www.ppsloan.org/publications/) 31 | - [Wojciech Jarosz](https://cs.dartmouth.edu/wjarosz/) 32 | - [Brian Karis](http://graphicrants.blogspot.com/) 33 | - [Chris Wyman](http://cwyman.org/papers.html) 34 | - [Cem Yuksel](http://www.cemyuksel.com/research/) 35 | - [Sébastien Hillaire](https://sebh.github.io/publications/) 36 | - [Matt Pettineo](https://therealmjp.github.io/) 37 | - [Ravi Ramamoorthi](https://cseweb.ucsd.edu/~ravir/) 38 | - [Christoph Peters](https://momentsingraphics.de/Publications.html) 39 | 40 | | Paper Name + Link | Authors | Year/Event | 41 | | ---------- | ------------- | ------------- | 42 | | [Illumination for computer generated pictures](https://users.cs.northwestern.edu/~ago820/cs395/Papers/Phong_1975.pdf) + [Full Dissertation](https://apps.dtic.mil/dtic/tr/fulltext/u2/a008786.pdf) | Bui Tuong Phong | 1975 | 43 | | [An Improved Illumination Model for Shaded Display](https://www.cs.drexel.edu/~david/Classes/Papers/p343-whitted.pdf) | Turner Whitted | CACM 1980 | 44 | | [A Reflectance Model for Computer Graphics](https://inst.eecs.berkeley.edu/~cs294-13/fa09/lectures/cookpaper.pdf) | Robert L. Cook, Kenneth E. Torrance | SIGGRAPH 1981 | 45 | | [Modeling the Interaction of Light Between Diffuse Surfaces ](https://www.cs.rpi.edu/~cutler/classes/advancedgraphics/S12/papers/goral_radiosity_84.pdf) | Cindy M. Goral, Kenneth E. Torrance, Donald P. Greenberg, Bennett Battaile | SIGGRAPH 1984 | 46 | | [Ray Tracing Volume Densities](https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.128.3394&rep=rep1&type=pdf) | James Kajiya, Brian Von Herren | SIGGRAPH 1984 | 47 | | [The Reyes Rendering Architecture](https://graphics.pixar.com/library/Reyes/) | Robert L. Cook, Loren Carpenter, Edwin Catmull | SIGGRAPH 1987 | 48 | | [Bi-Directional Path Tracing](https://www.cs.princeton.edu/courses/archive/fall03/cs526/papers/lafortune93.pdf) | Eric P. Lafortune, Yves D. Willems | Compugraphics 1993 | 49 | | [Radiosity and Realistic Image Synthesis](https://pdfs.semanticscholar.org/b292/90e5c40396b40171f2bbed6ed29843be6e31.pdf) | Michael F. Cohen | Book, 1993 | 50 | | [The Irradiance Volume](http://www.sci.utah.edu/~bigler/images/msthesis/The%20irradiance%20volume.pdf) + [Full thesis](http://www.gene.greger-weltin.org/professional/publications/thesis.pdf) | Gene Greger, Peter Shirley, Philip M. Hubbard, Donald P. Greenberg | 1996 | 51 | | [Instant Radiosity](http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.40.2213&rep=rep1&type=pdf) + [Slides](http://www.cs.cornell.edu/courses/cs6630/2012sp/slides/Boyadzhiev-Matzen-InstantRadiosity.pdf) | Alexander Keller | SIGGRAPH 1997 | 52 | | [Robust monte carlo methods for light transport simulation](http://cseweb.ucsd.edu/~viscomp/classes/cse274/wi18/readings/veach_thesis.pdf) | Eric Veach | 1997 | 53 | | [Metropolis Light Transport](http://graphics.stanford.edu/papers/metro/) | Eric Veach, Leonidas J. Guibas | SIGGRAPH 1997 | 54 | | [Fast Minimum Storage Ray/Triangle Intersection](https://cadxfem.org/inf/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf) | Tomas Möller, Ben Trumbore | JGT 1997 | 55 | | [An Anisotropic Phong Light Reflection Model](https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.18.4504&rep=rep1&type=pdf) | Michael Ashikhmin, Peter Shirley | Journal of Graphics Tools 2000 | 56 | | [Weighted Importance Sampling Techniques for Monte Carlo Radiosity](https://www.researchgate.net/profile/Mateu-Sbert/publication/220853012_Weighted_Importance_Sampling_Techniques_for_Monte_Carlo_Radiosity/links/0912f5108656f3abc9000000/Weighted-Importance-Sampling-Techniques-for-Monte-Carlo-Radiosity.pdf) | Philippe Bekaert, Mateu Sbert, Yves D. Willems | Eurographics 2000 | 57 | | [An Efficient Representation for Irradiance Environment Maps](https://cseweb.ucsd.edu/~ravir/papers/envmap/envmap.pdf) | Ravi Ramamoorthi, Pat Hanrahan | SIGGRAPH 2001 | 58 | | [Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments](https://sites.fas.harvard.edu/~cs278/papers/prt.pdf) + [PRTCourse](http://www0.cs.ucl.ac.uk/staff/j.kautz/PRTCourse/) + [Normal Mapping for PRT](https://www.ppsloan.org/publications/NMPRT.pdf) + [Deformations](https://www.ppsloan.org/publications/ldprt_final05.pdf) | Peter-Pike Sloan, Jan Kautz, John Snyder | SIGGRAPH 2002 | 59 | | [Global Illumination Compedinum](https://people.cs.kuleuven.be/~philip.dutre/GI/TotalCompendium.pdf) | Philip Dutré | | 60 | | [Half-Life 2 / Valve Source Shading](https://steamcdn-a.akamaihd.net/apps/valve/2004/GDC2004_Half-Life2_Shading.pdf) | Gary McTaggart | GDC 2004 | 61 | | [Deferred Shading](https://shawnhargreaves.com/DeferredShading.pdf) | Shawn Hargreaves | GDC 2004 | 62 | | [Irradiance Volumes for Games](https://developer.amd.com/wordpress/media/2012/10/Tatarchuk_Irradiance_Volumes.pdf) | N. Tatarchuk | GDC Europe 2005 | 63 | | [Precomputed Radiance Transfer: Theory and Practice](http://www0.cs.ucl.ac.uk/staff/j.kautz/PRTCourse/) | J. Kautz, J. Lehtinen, Peter-Pike Sloan | SIGGRAPH 2005 | 64 | | [Energy Redistribution Path Tracing](http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.63.5938&rep=rep1&type=pdf) + [Video talk](https://dl.acm.org/action/downloadSupplement?doi=10.1145%2F1073204.1073330&file=pps094.mp4) | David Cline, Justin Talbot, Parris Egbert | SIGGRAPH 2005 | 65 | | [Reflective Shadow Maps](https://users.soe.ucsc.edu/~pang/160/s13/proposal/mijallen/proposal/media/p203-dachsbacher.pdf) | Carsten Dachsbacher, Marc Stamminger | i3D 2005 | 66 | | [Importance Resampling for Global Illumination](https://scholarsarchive.byu.edu/cgi/viewcontent.cgi?article=1662&context=etd) | Justin Talbot | EGS 2005 | 67 | | [Non-interleaved Deferred Shading of Interleaved Sample Patterns](https://liris.cnrs.fr/Documents/Liris-2476.pdf) | Benjamin Segovia, Jean-Claude Iehl, Bernard Péroche | Eurographics 2006 | 68 | | [Jump Flooding in GPU with Applications to Voronoi Diagram and Distance Transform](https://www.comp.nus.edu.sg/~tants/jfa.html) | Guodong Rong, Tiow-Seng Tan | i3D 2006 | 69 | | [Variance Shadow Maps](https://www.intel.com/content/dam/develop/external/us/en/documents/vsm-paper-182631.pdf) | William Donnelly, Andrew Lauritzen | i3D 2006 | 70 | | [HDR in Valve’s Source Engine ](https://steamcdn-a.akamaihd.net/apps/valve/2006/SIGGRAPH06_Course_HDRInValvesSourceEngine_Slides.pdf) | Gary McTaggart | SIGGRAPH 2006 | 71 | | [Shading in Valve’s Source Engine](https://steamcdn-a.akamaihd.net/apps/valve/2006/SIGGRAPH06_Course_ShadingInValvesSourceEngine.pdf) + [Slides](https://steamcdn-a.akamaihd.net/apps/valve/2006/SIGGRAPH06_Course_ShadingInValvesSourceEngine_Slides.pdf) | Jason Mitchell, Gary McTaggart, Chris Green | SIGGRAPH 2006 | 72 | | [Accelerated regular grid traversals using extended anisotropic chessboard distance fields on a parallel stream processor](http://user.ceng.metu.edu.tr/~akyuz/vh/grid.pdf) | Alphan Es, Veysi Isler | 2007 | 73 | | [Advanced Real-Time Rendering in 3D Graphics and Games (all papers)](https://www.cct.lsu.edu/~fharhad/ganbatte/siggraph2007/CD1/content/courses/c28/c28.pdf) | Johan Andersson, Shannon Drone, Nico Galoppo, Chris Green, Chris Oat, Jason L. Mitchell, Martin Mittring, Natalya Tatarchuk | SIGGRAPH 2007 | 74 | | [Efficient Self-Shadowed Radiosity Normal Mapping](https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007_EfficientSelfShadowedRadiosityNormalMapping.pdf) + [SIGGRAPH paper](https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.406.4625&rep=rep1&type=pdf) | Chris Green | SIGGRAPH 2007 | 75 | | [Joint Bilateral Upsampling](https://johanneskopf.de/publications/jbu/paper/FinalPaper_0185.pdf) | Johannes Kopf, Michael F. Cohen, Dani Lischinski, Matt Uyttendaele | SIGGRAPH 2007 | 76 | | [Finding Next Gen – CryEngine 2](http://developer.amd.com/wordpress/media/2012/10/Chapter8-Mittring-Finding_NextGen_CryEngine2.pdf) | Martin Mittring | SIGGRAPH 2007 | 77 | | [Microfacet Models for Refraction through Rough Surfaces](https://www.graphics.cornell.edu/~bjw/microfacetbsdf.pdf) | Bruce Walter, Stephen R. Marschner, Hongsong Li, Kenneth E. Torrance | ESGR 2007 | 78 | | [Convolution shadow maps](https://jankautz.com/publications/csmEGSR07.pdf) | Thomas Annen, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz | EGSR 2007 | 79 | | [Raytracing Prefiltered Occlusion for Aggregate Geometry](https://graphics.stanford.edu/~boulos/papers/prefilter_rt08.pdf) | D. Lacewell, B. Burley, S. Boulos, P. Shirley | 3rd Symposium on Interactive Ray Tracing (2008) | 80 | | [Stupid Spherical Harmonics (SH) Tricks](https://www.ppsloan.org/publications/StupidSH36.pdf) | Peter-Pike Sloan | GDC 2008 | 81 | | [Post Processing in The Orange Box](https://steamcdn-a.akamaihd.net/apps/valve/2008/GDC2008_PostProcessingInTheOrangeBox.pdf) | Alex Vlachos | GDC 2008 | 82 | | [Image-Space Horizon-Based Ambient Occlusion](http://rdimitrov.twistedsanity.net/HBAO_SIGGRAPH08.pdf) + [Presentation](https://developer.download.nvidia.com/presentations/2008/SIGGRAPH/HBAO_SIG08b.pdf) | Louis Bavoil, Miguel Sainz, Rouslan Dimitrov | SIGGRAPH 2008 | 83 | | [Advanced Virtual Texture Topics](https://developer.amd.com/wordpress/media/2013/01/Chapter02-Mittring-Advanced_Virtual_Texture_Topics.pdf) | Martin Mittring | SIGGRAPH 2008 | 84 | | [Exponential shadow maps](https://dl.acm.org/doi/pdf/10.5555/1375714.1375741) + [Thesis](https://publikationen.sulb.uni-saarland.de/bitstream/20.500.11880/25988/1/Dissertation_5815_Anne_Thom_2008.pdf) | Thomas Annen, Tom Mertens, Hans-Peter Seidel, Eddy Flerackers, Jan Kautz | GI 2008 | 85 | | [Imperfect Shadow Maps for Efficient Computation of Indirect Illumination](http://resources.mpi-inf.mpg.de/ImperfectShadowMaps/ISM.pdf) | T. Ritschel, T. Grosch, M. H. Kim, H.-P. Seidel, C. Dachsbacher, J. Kautz | 2008 | 86 | | [Approximating Dynamic Global Illumination in Image Space (SSDO)](https://www.in.tu-clausthal.de/fileadmin/homes/CG/data_pub/paper/SSDO_i3D09.pdf) | T. Ritschel, T. Grosch H.P., Seidel | i3D 2009 | 87 | | [Importance sampling spherical harmonics](https://cs.dartmouth.edu/wjarosz/publications/jarosz09importance.html) | Wojciech Jarosz, Nathan A. Carr, Henrik Wann Jensen | Eurographics 2009 | 88 | | [Image Space Gathering](https://research.nvidia.com/sites/default/files/pubs/2009-08_Image-Space-Gathering/HPG09-ISG.pdf?ncid=afm-chs-44270&ranMID=44270&ranEAID=a1LgFw09t88&ranSiteID=a1LgFw09t88-Z7zs.eM2DDMLdR1VNbJwCg) | Austin Robison, Peter Shirley | HPG 2009 | 89 | | [Light Propagation Volumes in CryEngine 3](https://advances.realtimerendering.com/s2009/Light_Propagation_Volumes.pdf) + [Slides](https://advances.realtimerendering.com/s2009/Light_propagation_volumes.ppt) | Anton Kaplanyan | SIGGRAPH 2009| 90 | | [Stochastic Progressive Photon Mapping](http://graphics.ucsd.edu/~henrik/papers/sppm/) | Toshiya Hachisuka, Henrik Wann Jensen | SIGGRAPH Asia 2009 | 91 | | [Shading a Bigger, Better Sequel: Techniques in Left 4 Dead 2](https://steamcdn-a.akamaihd.net/apps/valve/2010/GDC10_ShaderTechniquesL4D2.pdf) | Bronwen Grimes | GDC 2010 | 92 | | [Rendering Wounds in Left 4 Dead 2](https://steamcdn-a.akamaihd.net/apps/valve/2010/gdc2010_vlachos_l4d2wounds.pdf) | Alex Vlachos | GDC 2010 | 93 | | [Efficient Sparse Voxel Octrees](https://research.nvidia.com/publication/efficient-sparse-voxel-octrees) | Samuli Laine, Tero Karras | i3D 2010 | 94 | | [Spatio-Temporal Upsampling on the GPU](http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.230.344&rep=rep1&type=pdf) | Robert Herzog, Elmar Eisemann, Karol Myszkowski, H.-P. Seidel | SIGGRAPH 2010 | 95 | | [Water Flow in Portal 2](https://steamcdn-a.akamaihd.net/apps/valve/2010/siggraph2010_vlachos_waterflow.pdf) | Alex Vlachos | SIGGRAPH 2010 | 96 | | [Real-time Diffuse Global Illumination in CryENGINE 3](http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.233.71&rep=rep1&type=pdf) | Anton Kaplanyan | SIGGRAPH 2010 | 97 | | [CryENGINE 3: reaching the speed of light](http://advances.realtimerendering.com/s2010/Kaplanyan-CryEngine3%28SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course%29.pdf) | Anton Kaplanyan | SIGGRAPH 2010 | 98 | | [A Real-Time Radiosity Architecture for Video Game](https://advances.realtimerendering.com/s2010/Martin-Einarsson-RadiosityArchitecture(SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course).pdf) | Sam Martin, Per Einarsson | SIGGRAPH 2010 | 99 | | [Introduction to GPU Radix Sort](http://www.heterogeneouscompute.org/wordpress/wp-content/uploads/2011/06/RadixSort.pdf) | Takahiro Harada, Lee Howes | 2011 | 100 | | [VoxelPipe: A Programmable Pipeline for 3D Voxelization](https://research.nvidia.com/publication/voxelpipe-programmable-pipeline-3d-voxelization) | Jacopo Pantaleoni | HPG 2011 | 101 | | [Bidirectional light transport with vertex merging](http://iliyan.com/publications/VertexMergingSketch) | Iliyan Georgiev, Jaroslav Křivánek, Philipp Slusallek | SIGGRAPH Asia 2011 | 102 | | [The Technology Behind the DirectX 11 Unreal Engine "Samaritan" Demo](https://www.nvidia.com/content/PDF/GDC2011/GDC2011EpicNVIDIAComposite.pdf) + [Video](https://www.gdcvault.com/play/1014666/-SPONSORED-The-Technology-Behind) | Martin Mittring, Bryan Dudash | GDC 2011 | 103 | | [Introduction to GPU Radix Sort](http://www.heterogeneouscompute.org/wordpress/wp-content/uploads/2011/06/RadixSort.pdf) | Takahiro Harada, Lee Howes | 2011 | 104 | | [Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3](https://www.gdcvault.com/play/1015326/Deferred-Radiance-Transfer-Volumes-Global) | Nikolay Stefanov | GDC 2012 | 105 | | [Stable SSAO in Battlefield 3 with Selective Temporal Filtering (Video)](https://www.gdcvault.com/play/1015538/Stable-SSAO-in-Battlefield-3) + [Slides](https://www.ea.com/frostbite/news/stable-ssao-in-battlefield-3-with-selective-temporal-filtering) | Louis Bavoil | GDC 2012 | 106 | | [Forward+: Bringing Deferred Lighting to the Next Level](https://takahiroharada.files.wordpress.com/2015/04/forward_plus.pdf) | Takahiro Harada, Jay McKee, Jason C.Yang | EGSR 2012 | 107 | | [Light Probe Interpolation Using Tetrahedral Tessellations](https://www.gdcvault.com/play/1015312/Light-Probe-Interpolation-Using-Tetrahedral) | Robert Cupisz | SIGGRAPH 2012 | 108 | | [Graphics Gems for Games - Findings from Avalanche Studios (Just Cause 2) ](http://www.humus.name/Articles/Persson_GraphicsGemsForGames.pdf) | Emil Persson | SIGGRAPH 2012 | 109 | | [Axis-Aligned Filtering for Interactive Sampled Soft Shadows](http://graphics.berkeley.edu/papers/UdayMehta-AAF-2012-12/UdayMehta-AAF-2012-12.pdf) | Mehta et al. | SIGGRAPH 2012 | 110 | | [Real-Time Bidirectional Path Tracing via Rasterization](https://yusuketokuyoshi.com/papers/2012/Real-Time%20Bidirectional%20Path%20Tracing%20via%20Rasterization%20(preprint).pdf) | Yusuke Tokuyoshi, Shinji Ogaki | SIGGRAPH 2012 | 111 | | [Physically Based Shading at Disney](https://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf) + [Slides](https://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_slides_v2.pdf)| Brent Burley | SIGGRAPH 2012 | 112 | | [Manifold Exploration: A Markov Chain Monte Carlo Technique for Rendering Scenes with Difficult Specular Transport](http://rgl.epfl.ch/publications/Jakob2012Manifold) | Wenzel Jakob, Steve Marschner | SIGGRAPH 2012 | 113 | | [Local Image-based Lighting With Parallax-corrected Cubemap](https://seblagarde.wordpress.com/2012/11/28/siggraph-2012-talk/) | Sébastien Lagarde, Antoine Zanuttini | SIGGRAPH 2012 | 114 | | [Light Transport Simulation with Vertex Connection and Merging](https://cgg.mff.cuni.cz/~jaroslav/papers/2012-vcm/) | Iliyan Georgiev, Jaroslav Křivánek, Tomáš Davidovič, Philipp Slusallek | SIGGRAPH Asia 2012 | 115 | | [The Compact YCoCg Frame Buffer](http://jcgt.org/published/0001/01/02/paper.pdf) | Pavlos Mavridis, Georgios Papaioannou | JCGT 2012 | 116 | | [Lighting Technology of "The Last of Us"](http://miciwan.com/SIGGRAPH2013/Lighting%20Technology%20of%20The%20Last%20Of%20Us.pdf) | Michał Iwanicki | SIGGRAPH 2013 | 117 | | [Axis-Aligned Filtering for Interactive Physically-Based Diffuse Indirect Lighting](http://graphics.berkeley.edu/papers/Udaymehta-IPB-2013-07/Udaymehta-IPB-2013-07.pdf) | Mehta et al. | SIGGRAPH 2013 | 118 | | [Real Shading in Unreal Engine 4](https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf) | Brian Karis | SIGGRAPH 2013 | 119 | | [Crafting a Next-Gen Material Pipeline for The Order: 1886](https://blog.selfshadow.com/publications/s2013-shading-course/rad/s2013_pbs_rad_notes.pdf) + [Slides](https://blog.selfshadow.com/publications/s2013-shading-course/rad/s2013_pbs_rad_slides.pdf) | David Neubelt, Matt Pettineo| SIGGRAPH 2013 | 120 | | [Getting More Physical in Call of Duty: Black Ops II](https://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf) + [Slides](https://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_slides_v2.pdf) | Dimitar Lazarov | SIGGRAPH 2013 | 121 | | [CRYENGINE 3 Graphics Gems](http://advances.realtimerendering.com/s2013/Sousa_Graphics_Gems_CryENGINE3.pptx) | Tiago Sousa | SIGGRAPH 2013 | 122 | | [Playing with Real-Time Shadows (CRYENGINE 3)](https://www.realtimeshadows.com/sites/default/files/Playing%20with%20Real-Time%20Shadows_0.pdf) | Nikolas Kasyan | SIGGRAPH 2013 | 123 | | [The Visibility Buffer: A Cache-Friendly Approach to Deferred Shading](http://www.jcgt.org/published/0002/02/04/) | Christopher A. Burns, Warren A. Hunt | JCGT 2013 | 124 | | [Specular BRDF Reference](http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html) | Brian Karis | Site, 2013 | 125 | | [Tone Mapping](http://graphicrants.blogspot.com/2013/12/tone-mapping.html) | Brian Karis | Site, 2013 | 126 | | [Lighting Killzone: Shadow Fall](https://d1z4o56rleaq4j.cloudfront.net/downloads/assets/Drobot_Lighting_of_Killzone_Shadow_Fall.pdf) | Michal Drobot | Digital Dragons 2013 | 127 | | [Line-Sweep Ambient Obscurance](http://wili.cc/research/lsao/) | Ville Timonen | ESGR 2013 | 128 | | [In-Game and Cinematic Lighting of The Last of Us](https://www.gdcvault.com/play/1020475/In-Game-and-Cinematic-Lighting) | Vivian Ding | GDC 2014 | 129 | | [Efficient GPU Screen-Space Ray Tracing](http://jcgt.org/published/0003/04/04/) | Morgan McGuire, Michael Mara | JCGT 2014 | 130 | | [Survey of Efficient Representations for Independent Unit Vectors](http://jcgt.org/published/0003/02/01/) | Zina H. Cigolle, Sam Donow, Daniel Evangelakos, Michael Mara, Morgan McGuire | JCGT 2014 | 131 | | [Importance Sampling Microfacet-Based BSDFs using the Distribution of Visible Normals](https://hal.inria.fr/hal-00996995v2/document) + [Slides](https://hal.inria.fr/hal-00996995v2/file/slides.pdf) | Eric Heitz, Eugene d’Eon | EGSR 2014 | 132 | | [Taking Killzone Shadow Fall Image Quality Into The Next Generation](https://d1z4o56rleaq4j.cloudfront.net/downloads/assets/GDC2014_Valient_Killzone_Graphics.pdf) | Michal Valient | GDC 2014 | 133 | | [Next Generation Post Processing in Call of Duty: Advanced Warfare](http://advances.realtimerendering.com/s2014/#_NEXT_GENERATION_POST) | Jorge Jimenez | SIGGRAPH 2014 | 134 | | [High-Quality Temporal Supersampling](http://advances.realtimerendering.com/s2014/#_HIGH-QUALITY_TEMPORAL_SUPERSAMPLING) | Brian Karis | SIGGRAPH 2014 | 135 | | [Moving Frostbite to Physically Based Rendering](https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf) | Sebastien Lagarde, Charles de Rousiers | SIGGRAPH 2014 | 136 | | [Multi-Scale Global Illumination in Quantum Break](http://advances.realtimerendering.com/s2015/SIGGRAPH_2015_Remedy.pdf) | Remedy Entertainment | SIGGRAPH 2015 | 137 | [Stochastic Screen-Space Reflections (Stochastic SSR)](http://advances.realtimerendering.com/s2015/Stochastic%20Screen-Space%20Reflections.pptx) | Tomasz Stachowiak | SIGGRAPH 2015 | 138 | | [An Adaptive Acceleration Structure for Screen-space Ray Tracing](http://jankautz.com/publications/AcceleratedSSRT_HPG15.pdf) | Sven Widmer | HPG 2015 | 139 | | [Landscape creation and rendering in REDengine 3](https://twvideo01.ubm-us.net/o1/vault/GDC2014/Presentations/Gollent_Marcin_Landscape_Creation_and.pdf) | Marcin Gollent | SIGGRAPH 2015 | 140 | | [The Real-time Volumetric Cloudscapes of Horizon: Zero Dawn](https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn) | Andrew Schneider | SIGGRAPH 2015 | 141 | | [Dynamic Occlusion with Signed Distance Fields](http://advances.realtimerendering.com/s2015/DynamicOcclusionWithSignedDistanceFields.pdf) | Daniel Wright | SIGGRAPH 2015 | 142 | | [Advanced Lighting R&D at Ready At Dawn Studios](https://blog.selfshadow.com/publications/s2015-shading-course/rad/s2015_pbs_rad_slides.pdf) | David Neubelt, Matt Pettineo | SIGGRAPH 2015 | 143 | | [Moment Shadow Mapping](https://momentsingraphics.de/I3D2015.html) + [Thesis](https://momentsingraphics.de/MasterThesis.html) | Christoph Peters, Reinhard Klein | i3D 2015 | 144 | | [Horizon Occlusion for Normal Mapped Reflections](https://marmosetco.tumblr.com/post/81245981087) | Jeff Russell | 2015 | 145 | | [Specular Lobe-Aware Filtering and Upsampling for Interactive Indirect Illumination](http://www.jp.square-enix.com/tech/library/pdf/Specular%20Lobe-Aware%20Filtering%20and%20Upsampling%20for%20Interactive%20Indirect%20Illumination.pdf) | Yusuke Tokuyoshi | 2015 | 146 | | [Stochastic Light Culling](http://www.jcgt.org/published/0005/01/02/) + [Slides](https://yusuketokuyoshi.com/papers/2016/StochasticLightCulling_I3D2017.pdf) | Yusuke Tokuyoshi, Takahiro Harada | JCGT 2016 | 147 | | [Global Illumination in Tom Clancy’s The Division](http://mrakobes.com/Nikolay.Stefanov.GDC.2016.pdf) | Nikolay Stefanov | GDC 2016 | 148 | | [Rendering Rainbow Six Siege](https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2016/Presentations/El_Mansouri_Jalal_Rendering_Rainbow_Six.pdf) | Jalal Eddine El Mansouri | GDC 2016 | 149 | | [Volumetric Global Illumination At Treyarch](https://www.activision.com/cdn/research/Volumetric_Global_Illumination_at_Treyarch.pdf) | JT Hooker | SIGGRAPH 2016 | 150 | | [Blue-noise Dithered Sampling](http://iliyan.com/publications/DitheredSampling/DitheredSampling_Sig2016.pdf) + [Slides](http://iliyan.com/publications/DitheredSampling/DitheredSampling_Sig2016_slides.7z) | I. Georgiev, M. Fajardo | SIGGRAPH 2016 | 151 | | [Real-Time Polygonal-Light Shading with Linearly Transformed Cosines](https://eheitzresearch.wordpress.com/415-2/) | Eric Heitz et al. | SIGGRAPH 2016 | 152 | | [The devil is in the details: idTech 666](https://advances.realtimerendering.com/s2016/Siggraph2016_idTech6.pdf) | Tiago Sousa, Jean Geffroy | SIGGRAPH 2016 | 153 | | [Real-Time Global Illumination Using Precomputed Illuminance Composition with Chrominance Compression](http://jcgt.org/published/0005/04/02/) + [Thesis](http://www.davidkuri.de/downloads/SIC-GI.pdf) | David Kuri, Johannes Jendersie, Thorsten Grosch | JCGT 2016 | 154 | | [Product Importance Sampling for Light Transport Path Guiding](https://cgg.mff.cuni.cz/~jaroslav/papers/2016-productis/index.htm) | Sebastian Herholz, Oskar Elek, Jiří Vorba, Hendrik Lensch, Jaroslav Křivánek | EGSR 2016 | 155 | | [Image-space control variates for rendering](https://cs.dartmouth.edu/wjarosz/publications/rousselle16image.html) | Fabrice Rousselle, Wojciech Jarosz, Jan Novák | SIGGRAPH Asia 2016 | 156 | | [Real-Time Global Illumination using Precomputed Light Field Probes](https://research.nvidia.com/sites/default/files/pubs/2017-02_Real-Time-Global-Illumination/light-field-probes-final.pdf) + [Slides](http://www.cim.mcgill.ca/~derek/files/McGuire2017LightField-I3DSlides.pdf) + [Thesis](http://www.melancholytree.com/thesis.pdf) | Morgan McGuire | i3D 2017 | 157 | | [Rendering of Call of Duty Infinite Warfare](https://www.activision.com/cdn/research/2017_DD_Rendering_of_COD_IW.pdf) | Michal Drobot | Digital Dragons 2017 | 158 | | [Precomputed Lighting in Call of Duty Infinite Warfare](https://www.ppsloan.org/publications/CoD_IW.pptx) | Michał Iwanicki, Peter-Pike Sloan | SIGGRAPH 2017 | 159 | | [Real-time Global Illumination by Precomputed Local Reconstruction from Sparse Radiance Probes](https://arisilvennoinen.github.io/Publications/Real-time_Global_Illumination_by_Precomputed_Local_Reconstruction_from_Sparse_Radiance_Probes.pdf) | Ari Silvennoinen, Jaakko Lehtinen | SIGGRAPH Asia 2017 | 160 | | [Deep Scattering: Rendering Atmospheric Clouds with Radiance-Predicting Neural Networks](https://tom94.net/data/publications/kallweit17deep/kallweit17deep.pdf) | Simon Kallweit, Thomas Müller, Brian McWilliams, Markus Gross, Jan Novák | SIGGRAPH Asia 2017 | 161 | | [Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path-Traced Global Illumination](https://research.nvidia.com/publication/2017-07_Spatiotemporal-Variance-Guided-Filtering%3A) | Schied et al. | HPG 2017 | 162 | | [An efficient denoising algorithm for global illumination](https://cs.dartmouth.edu/wjarosz/publications/mara17towards.html) | Michael Mara, Morgan McGuire, Benedikt Bitterli, Wojciech Jarosz | HPG 2017 | 163 | | [Combining Analytic Direct Illumination and Stochastic Shadows](https://hal.archives-ouvertes.fr/hal-01761558/document) + [Slides](https://hal.archives-ouvertes.fr/hal-01761558/file/heitzI3D2018_slides.pdf) | E. Heitz, S. Hill, M. McGuire | i3D 2018 | 164 | | [Progressive Multi-Jittered Sample Sequences](https://graphics.pixar.com/library/ProgressiveMultiJitteredSampling/paper.pdf) | Per Christensen, Andrew Kensler, Charlie Kilpatrick | Eurographics 2018 | 165 | | [Introduction to DirectX RayTracing](http://intro-to-dxr.cwyman.org/) | Chris Wyman, Shawn Hargreaves, Peter Shirley, Colin Barré-Brisebois | SIGGRAPH 2018 | 166 | | [A Life of a Bokeh](https://advances.realtimerendering.com/s2018/2018-08-13-SIGGRAPH-A-Life-of-a-Bokeh.pptx) | Guillaume Abadie | SIGGRAPH 2018 | 167 | | [Integrating clipped spherical harmonics expansions](https://cs.dartmouth.edu/wjarosz/publications/belcour18integrating.html) | Laurent Belcour, Guofu Xie, Christophe Hery, Mark Meyer, Wojciech Jarosz, Derek Nowrouzezahrai | SIGGRAPH 2018 | 168 | | [Sampling the GGX Distribution of Visible Normals](http://jcgt.org/published/0007/04/01/) | Eric Heitz | JCGT 2018 | 169 | | [Importance Sampling of Many Lights with Adaptive Tree Splitting](http://www.aconty.com/pdf/many-lights-hpg2018.pdf) | Alejandro Conty Estevez, Christopher Kulla | HPG 2018 | 170 | | [Deferred Adaptive Compute Shading](https://geometrian.com/data/research/dacs/dacs-hpg2018-pres.pdf) | Ian Mallett, Cem Yuksel | HPG 2018 | 171 | | [Gradient Estimation for Real-Time Adaptive Temporal Filtering](http://cg.ivd.kit.edu/atf.php) | Christoph Schied, Christoph Peters, Carsten Dachsbacher | PACMCGIT 2018 | 172 | | [Horizon-Based Indirect Lighting](https://drive.google.com/file/d/1fmceYuM5J2s8puNHZ9o4OF3YjqzIvmRR/view) + [Code](https://github.com/Patapom/GodComplex/tree/master/Tests/TestHBIL) | Benoît “Patapom” Mayaux | Site, 2018 | 173 | | [Screen Space Cone Tracing for Glossy Reflections](https://lukas-hermanns.info/download/bachelorthesis_ssct_lhermanns.pdf) | Lukas Hermanns | Thesis, 2018 | 174 | | [Progressive Spatiotemporal Variance-Guided Filtering](https://cescg.org/wp-content/uploads/2018/04/Dundr-Progressive-Spatiotemporal-Variance-Guided-Filtering-2.pdf) | Jan Dundr | CESCG 2018 | 175 | | [Exploring Ray Traced Future in Metro Exodus](https://developer.download.nvidia.com/video/gputechconf/gtc/2019/presentation/s9985-exploring-ray-traced-future-in-metro-exodus.pdf) | Shyshkovtsov, Karmalsky, Archard, Zhdan | GDC 2019 | 176 | | [It Just Works: Ray-Traced Reflections in ‘Battlefield V’](https://developer.nvidia.com/gtc/2019/video/s91023) + [Slides](https://www.gdcvault.com/play/1026282/It-Just-Works-Ray-Traced) | Johannes Deligiannis, Jan Schmid | GDC 2019 | 177 | | [Fast Non-uniform Radiance Probe Placement and Tracing](http://cim.mcgill.ca/~derek/files/NonUniformProbes-paper.pdf) | Wang et. al. | i3D 2019 | 178 | | [Real-Time Rendering with Lighting Grid Hierarchy](https://dqlin.xyz/pubs/2019-i3d-LGH/) | Daqi Lin, Cem Yuksel | i3D 2019 | 179 | | [Improved Geometric Specular Antialiasing](http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf) | Yusuke Tokuyoshi, Anton Kaplanyan | i3D 2019 | 180 | | [Checkerboard rendering in Dark Souls: Remastered](https://youtu.be/2rq_Ky6B_5g) | Pursche, Vennstrom | DD 2019 | 181 | | [Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields](http://jcgt.org/published/0008/02/01/) | Zander Majercik, Jean-Philippe Guertin, Derek Nowrouzezahrai, Morgan McGuire | JCGT 2019 | 182 | | [On Histogram-preserving Blending for Randomized Texture Tiling](http://www.jcgt.org/published/0008/04/02/paper.pdf) | Brent Burley | JCGT 2019 | 183 | | [A Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting](http://www.jcgt.org/published/0008/01/03/) | Carmelo J. Fdez-Agüera | JCGT 2019 | 184 | | [Real-Time Path Tracing and Denoising in Quake II](https://developer.download.nvidia.com/video/gputechconf/gtc/2019/presentation/s91046-real-time-path-tracing-and-denoising-in-quake-2.pdf) | Christoph Schied, Alexey Panteleev | GTC 2019 | 185 | | [Stochastic Lightcuts](http://www.cemyuksel.com/research/stochasticlightcuts/) | Cem Yuksel | HPG 2019 | 186 | | [A Low-Discrepancy Sampler that Distributes Monte Carlo Errors as a Blue Noise in Screen Space](https://perso.liris.cnrs.fr/david.coeurjolly/publications/heitz19.html) | Eric Heitz et al. | SIGGRAPH 2019 | 187 | | [Neural Importance Sampling](https://tom94.net/data/publications/mueller18neural/mueller18neural-v4.pdf) | Thomas Müller, Brian McWilliams, Fabrice Rousselle, Markus Gross, Jan Novák | SIGGRAPH 2019 | 188 | | [Path Guiding in Production](https://cgg.mff.cuni.cz/~jirka/path-guiding-in-production/2019/index.htm) | Jiří Vorba, Johannes Hanika, Sebastian Herholz, Thomas Müller, Jaroslav Křivánek, Alexander Keller | SIGGRAPH 2019 | 189 | | [Hierarchical Russian Roulette for Vertex Connections](https://yusuketokuyoshi.com/papers/2019/Hierarchical_Russian_Roulette_for_Vertex_Connections.pdf) | Yusuke Tokuyoshi, Takahiro Harada | SIGGRAPH 2019 | 190 | | [Blockwise Multi-Order Feature Regression for Real-Time Path Tracing Reconstruction](https://webpages.tuni.fi/vga/publications/Blockwise_Multi-Order_Feature_Regression_for_Real-Time_Path_Tracing_Reconstruction.html) + [Video](https://dl.acm.org/doi/10.1145/3269978#) | Matias Koskela, Kalle Immonen, Markku Mäkitalo, Alessandro Foi, Timo Viitanen, Pekka Jääskeläinen, Heikki Kultala, Jarmo Takala | SIGGRAPH 2019 | 191 | | [Reparameterizing discontinuous integrands for differentiable rendering](https://rgl.epfl.ch/publications/Loubet2019Reparameterizing) | Guillaume Loubet, Nicolas Holzschuch, Wenzel Jakob | SIGGRAPH Asia 2019 | 192 | | [Mitsuba 2: A Retargetable Forward and Inverse Renderer](https://rgl.epfl.ch/publications/NimierDavidVicini2019Mitsuba2) | Merlin Nimier-David, Delio Vicini, Tizian Zeltner, Wenzel Jakob | SIGGRAPH Asia 2019 | 193 | | [Ray Guiding for Production Lightmap Baking](https://arisilvennoinen.github.io/Publications/ray_guiding_For_production_lightmap_baking_author_version.pdf) | Ari Silvennoinen, Peter-Pike Sloan | SIGGRAPH Asia 2019 | 194 | | [Neural Temporal Adaptive Sampling and Denoising](https://research.nvidia.com/sites/default/files/pubs/2020-05_Neural-Temporal-Adaptive/NTASAD_preprint.pdf) | Hasselgren, Munkberg, Salvi, Patney, Lefohn | Eurographics 2020 | 195 | | [On Ray Reordering Techniques for Faster GPU Ray Tracing](https://meistdan.github.io/publications/raysorting/paper.pdf) | Meister, Bokšanský, Guthe, Bittner | i3D 2020 | 196 | | [Stochastic Substitute Trees for Real-Time Global Illumination](https://www.markussteinberger.net/papers/SST.pdf) + [Code](https://github.com/wotatz/sst-demo) | Wolfgang Tatzgern, Benedikt Mayr, Bernhard Kerbl, Markus Steinberger | i3D 2020 | 197 | | [Real-Time Stochastic Lightcuts](https://dqlin.xyz/pubs/2020-i3d-SLC/) | Daqi Lin, Cem Yuksel | i3D 2020 | 198 | | [A Survey of Temporal Antialiasing Techniques](http://behindthepixels.io/assets/files/TemporalAA.pdf) | Lei Yang, Shiqiu Liu, Marco Salvi | ESGR 2020 | 199 | | [Can’t Invert the CDF? The Triangle-Cut Parameterization of the Region under the Curve](https://eheitzresearch.wordpress.com/792-2/) | Eric Heitz | EGSR 2020 | 200 | | [Temporal Sample Reuse for Next Event Estimation and Path Guiding for Real-Time Path Tracing](https://cg.ivd.kit.edu/english/tsr_nee_pg_rtpt.php) | Addis Dittebrandt, Johannes Hanika, Carsten Dachsbacher | ESGR 2020 | 201 | | [The design and evolution of the UberBake light baking system](https://darioseyb.com/pdf/seyb20uberbake.pdf) | Seyb, Sloan, Silvennoinen, Iwanicki, Jarosz | SIGGRAPH 2020 | 202 | | [Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting](https://cs.dartmouth.edu/~wjarosz/publications/bitterli20spatiotemporal.html) | Benedikt Bitterli, Chris Wyman, Matt Pharr, Peter Shirley, Aaron Lefohn, Wojciech Jarosz | SIGGRAPH 2020 | 203 | | [Advances in Monte Carlo Rendering: The Legacy of Jaroslav Krivanek](http://www.iliyan.com/publications/Siggraph2020Course/Siggraph2020Course_Notes.pdf) | Keller et al. | SIGGRAPH 2020 | 204 | | [Practical Product Sampling by Fitting and Composing Warps](http://casual-effects.com/research/Hart2020Sampling/index.html) | Hart et al. | SIGGRAPH 2020 | 205 | | [Introduction to the Vulkan Computer Graphics API](http://web.engr.oregonstate.edu/~mjb/vulkan/Handouts/FULL.1pp.pdf) | Mike Bailey | SIGGRAPH 2020 | 206 | | [Specular Manifold Sampling for Rendering High-Frequency Caustics and Glints](http://rgl.epfl.ch/publications/Zeltner2020Specular) | Tizian Zeltner, Iliyan Georgiev, Wenzel Jakob | SIGGRAPH 2020 | 207 | | [Some Thoughts on the Fresnel Term](https://blog.selfshadow.com/publications/s2020-shading-course/hoffman/s2020_pbs_hoffman_slides.pdf) | Naty Hoffman | SIGGRAPH 2020 | 208 | | [Continuous Multiple Importance Sampling](http://iliyan.com/publications/ContinuousMIS/ContinuousMIS_Sig2020.pdf) | Rex West, Iliyan Georgiev, Adrien Gruson, Toshiya Hachisuka | SIGGRAPH 2020 | 209 | | [Online path sampling control with progressive spatio-temporal filtering](https://arxiv.org/pdf/2005.07547.pdf) | Jacopo Pantaleoni | ArXiv 2020 | 210 | | [Progressive Least-Squares Encoding for Linear Bases](http://www.jcgt.org/published/0009/01/02/) | Thomas Roughton | JCGT 2020 | 211 | | [Surface Gradient–Based Bump Mapping Framework](http://jcgt.org/published/0009/03/04/) | Morten S. Mikkelsen | JCGT 2020 | 212 | | [Raytraced Shadows in Call of Duty: Modern Warfare](https://www.activision.com/cdn/research/Raytraced_Shadows_in_Call_of_Duty_Modern_Warfare.pdf) | Michal Olejnik, Pawel Kozlowski | DD 2020 | 213 | | [Creating EA's Next Generation Hair Technology](https://youtu.be/HPgWKev7B3g) | Jon Valdes, Robin Taillandier | DD 2020 | 214 | | [Perceptual Error Optimization for Monte Carlo Rendering](https://arxiv.org/pdf/2012.02344.pdf) | Vassillen Chizhov, Iliyan Georgiev, Karol Myszkowski, Gurprit Singh | ArXiv 2020 | 215 | | [Ray-Traced Glossy Reflections Using Screen-Space Roughness](https://www.nvidia.com/en-us/on-demand/session/gtcfall20-a21792/) | Peter Kristof | GTC 2020 | 216 | | [Fast Denoising with Self Stabilizing Recurrent Blurs](https://developer.nvidia.com/gtc/2020/video/s22699) ([Slides](http://developer.download.nvidia.com/video/gputechconf/gtc/2020/presentations/s22699-fast-denoising-with-self-stabilizing-recurrent-blurs.pdf))| Dmitry Zhdan | GTC 2020 | 217 | | [Neural Control Variates](https://tom94.net/data/publications/mueller20neural/mueller20neural.pdf) | Thomas Müller, Fabrice Rousselle, Alexander Keller, Jan Novák | SIGGRAPH Asia 2020 | 218 | | [Glossy Probe Reprojection for Interactive Global Illumination](http://www-sop.inria.fr/reves/Basilic/2020/RLPWSD20/) | Simon Rodriguez, Thomas Leimkühler, Siddhant Prakash, Chris Wyman, Peter Shirley, George Drettakis | SIGGRAPH Asia 2020 | 219 | | [NeRF: Neural Radiance Fields](https://www.matthewtancik.com/nerf) | Ben Mildenhall, Pratul P. Srinivasan, Matthew Tancik, Jonathan T. Barron, Ravi Ramamoorthi, Ren Ng | ECCV 2020 | 220 | | [High-Performance Image Filters via Sparse Approximations](https://www.graphics.rwth-aachen.de/publication/03312/) | Kersten Schuster, Philip Trettner, Leif Kobbelt | PACMGIT 2020 | 221 | | [Crash Course in BRDF Implementation](https://boksajak.github.io/blog/BRDF) | Jakub Boksansky | 2021 | 222 | | [A Survey on Bounding Volume Hierarchies for Ray Tracing](https://meistdan.github.io/publications/bvh_star/paper.pdf) | Daniel Meister, Shinji Ogaki, Carsten Benthin, Michael J. Doyle, Michael Guthe, Jiří Bittner | Eurographics 2021 | 223 | | [Temporally Reliable Motion Vectors for Real-time Ray Tracing](https://sites.cs.ucsb.edu/~lingqi/publications/paper_trmv.pdf) + [Slides](https://slides.games-cn.org/pdf/Games2021179ZhengZeng.pdf) + [Video](https://youtu.be/ufVarD6RE9g) | Zheng Zeng, Shiqiu (Edward) Liu, Jinglei Yang, Lu Wang, Ling-Qi Yan | Eurographics 2021 | 224 | | [Correlation-aware multiple importance sampling for bidirectional rendering algorithms](http://www.iliyan.com/publications/CorrelationAwareMIS) | Pascal Grittmann, Iliyan Georgiev, Philipp Slusallek | Eurographics 2021 | 225 | | [Improved Shader and Texture Level of Detail Using Ray Cones](http://www.jcgt.org/published/0010/01/01/) | Tomas Akenine-Möller, Cyril Crassin, Jakub Boksansky, Laurent Belcour, Alexey Panteleev, Oli Wright | JCGT 2021 | 226 | | [Scaling Probe-Based Real-Time Dynamic Global Illumination for Production](http://www.jcgt.org/published/0010/02/01/) | Zander Majercik, Adam Marrs, Josef Spjut, Morgan McGuire | JCGT 2021 | 227 | | [Stable Geometric Specular Antialiasing with Projected-Space NDF Filtering](http://www.jcgt.org/published/0010/02/02/) | Yusuke Tokuyoshi, Anton Kaplanyan | JCGT 2021 | 228 | | [Fast temporal reprojection without motion vectors](https://www.jcgt.org/published/0010/03/02/) | Johannes Hanika, Lorenzo Tessari, Carsten Dachsbacher | JCGT 2021 | 229 | | [Neural Radiosity](https://arxiv.org/abs/2105.12319) | Saeed Hadadan, Shuhong Chen, Matthias Zwicker | ArXiv 2021 | 230 | | [Dynamic Diffuse Global Illumination Resampling](https://arxiv.org/abs/2108.05263) | Zander Majercik, Thomas Müller, Alexander Keller, Derek Nowrouzezahrai, Morgan McGuire | ArXiv 2021 | 231 | | [Plenoxels: Radiance Fields without Neural Networks](https://alexyu.net/plenoxels/) | Alex Yu, Sara Fridovich-Keil, Matthew Tancik, Qinhong Chen, Benjamin Recht, Angjoo Kanazawa | ArXiv 2021 | 232 | | [Rearchitecting Spatiotemporal Resampling for Production](https://research.nvidia.com/publication/2021-07_Rearchitecting-Spatiotemporal-Resampling) | Chris Wyman, Alexey Panteleev | HPG 2021| 233 | | [ReSTIR GI: Path Resampling for Real-Time Path Tracing](https://research.nvidia.com/publication/2021-06_ReSTIR-GI%3A-Path) | Yaobin Ouyang, Shiqiu Liu, Markus Kettunen, Matt Pharr, Jacopo Pantaleoni | HPG 2021 | 234 | | [Monte Carlo Estimators for Differential Light Transport](https://rgl.epfl.ch/publications/Zeltner2021MonteCarlo) | Tizian Zeltner, Sébastien Speierer, Iliyan Georgiev, Wenzel Jakob | SIGGRAPH 2021 | 235 | | [BRDF Importance Sampling for Polygonal Lights](https://momentsingraphics.de/Siggraph2021.html) | Christoph Peters | SIGGRAPH 2021 | 236 | | [Unbiased VNDF Sampling for Backfacing Shading Normals](https://yusuketokuyoshi.com/papers/2021/Unbiased_VNDF_Sampling_for_Backfacing_Shading_Normals.pdf) | Yusuke Tokuyoshi | SIGGRAPH 2021 | 237 | | [Reliable Feature-Line Driven Quad-Remeshing](https://www.quadmesh.cloud/) | Nico Pietroni, Stefano Nuvoli, Thomas Alderighi, Paolo Cignoni, Marco Tarini | SIGGRAPH 2021 | 238 | | [Real-time Neural Radiance Caching for Path Tracing](https://tom94.net/data/publications/mueller21realtime/mueller21realtime.pdf) | Thomas Müller, Fabrice Rousselle, Jan Novák, Alexander Keller | SIGGRAPH 2021 | 239 | | [Improved Spatial Upscaling through FidelityFX Super Resolution for Real-Time Game Engines](http://advances.realtimerendering.com/s2021/Unity%20AMD%20FSR%20-%20SIGGRAPH%202021.pdf) | Timothy Lottes, Kleber Garcia | SIGGRAPH 2021 | 240 | | [Experimenting With Concurrent Binary Trees for Large-scale Terrain Rendering](http://advances.realtimerendering.com/s2021/Siggraph21%20Terrain%20Tessellation.pdf) | Thomas Deliot, Jonathan Dupuy, Kees Rijnen, Xiaoling Yao | SIGGRAPH 2021 | 241 | | [Large-Scale Global Illumination at Activision](http://advances.realtimerendering.com/s2021/Silvennoinen%20-%20SIGGRAPH%202021%20Advances_slim.pptx) | Ari Silvennoinen | SIGGRAPH 2021 | 242 | | [Real-Time Samurai Cinema: Lighting, Atmosphere, and Tonemapping in Ghost of Tsushima](http://advances.realtimerendering.com/s2021/jpatry_advances2021.pdf) | Jasmin Patry | SIGGRAPH 2021 | 243 | | [A Deep Dive into Nanite Virtualized Geometry](http://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf) | Brian Karis, Rune Stubbe, Graham Wihlidal | SIGGRAPH 2021 | 244 | | [Radiance Caching for Real-Time Global Illumination](http://advances.realtimerendering.com/s2021/Radiance%20Caching%20for%20real-time%20Global%20Illumination%20(SIGGRAPH%202021).pptx) | Daniel Wright | SIGGRAPH 2021 | 245 | | [Global Illumination Based on Surfels](http://advances.realtimerendering.com/s2021/SIGGRAPH%20Advances%202021%20-%20Surfel%20GI.pdf) | Andreas Brinck, Xiangshun Bei, Henrik Halen, Kyle Hayward | SIGGRAPH 2021 | 246 | | [Unity Rendering Architecture](http://enginearchitecture.realtimerendering.com/downloads/reac2021_unity_rendering_engine_architecture.pdf) | Sebastian Aaltonen, Timothy Cooper, Natalya Tatarchuk | SIGGRAPH 2021 | 247 | | [Geometry Rendering Pipeline Architecture at Activision](http://enginearchitecture.realtimerendering.com/downloads/reac2021_geometry_pipeline_rendering_architecture.pptx) | Michal Drobot | SIGGRAPH 2021 | 248 | | [Hierarchical Neural Reconstruction for Path Guiding Using Hybrid Path and Photon Samples](https://cseweb.ucsd.edu/~ravir/shilinsig21.pdf) | Shilin Zhu, Zexiang Xu, Tiancheng Sun, Alexandr Kuznetsov, Mark Meyer, Henrik Wann Jensen, Hao Su, Ravi Ramamoorthi | SIGGRAPH 2021 | 249 | | [Character Locomotion in Half-Life: Alyx](http://media.steampowered.com/apps/valve/2021/Half-Life_Alyx_Locomotion_Slides.pdf) + [Video](https://youtu.be/RCu-NzH4zrs) | Joe van den Heuvel | SIGGRAPH 2021 | 250 | | [Moving Basis Decomposition for Precomputed Light Transport](https://arisilvennoinen.github.io/Publications/mbd.pdf) | Ari Silvennoinen, Peter-Pike Sloan | EGSR 2021 | 251 | | [Fast Volume Rendering with Spatiotemporal Reservoir Resampling ](https://dqlin.xyz/pubs/2021-sa-VOR/) | Daqi Lin, Chris Wyman, Cem Yuksel | SIGGRAPH Asia 2021 | 252 | | [Tiled Reservoir Sampling for Many-Light Rendering](https://yusuketokuyoshi.com/papers/2021/TiledReservoirSampling21-11-ecdc.pdf) | Yusuke Tokuyoshi | 2021 | 253 | | [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://nvlabs.github.io/instant-ngp/) | Thomas Müller, Alex Evans, Christoph Schied, Alexander Keller | ArXiv 2022 | 254 | --------------------------------------------------------------------------------