I'd like to get four of you to present that week (if more are interested, we can go on the following week). We should set up rehearsals late next week. Here are some suggestions.
1. A day or more on light transport
a. This is a good follow-on to Photon Mapping: Henrik Wann Jensen and Per H. Christensen, Efficient Simulation of Light Transport in Scenes with Participating Media using Photon Maps, SIGGRAPH'98
b. Precomputed light transport. The paper that spawned a whole bunch of follow-up work is: Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments, Peter-Pike Sloan, Jan Kautz, and John Snyder, SIGGRAPH 2002. Many papers have extended the idea to more types of lighting and a wider range of materials. Also, other sets of basis functions.
c. Use of point light sources to simulate globillum and other illumination. This was pioneered by Alexander Keller in the paper Instant Radiosity, SIGGRAPH 97. A recent paper that may be a good one to present is Walter, et al, Lightcuts: A Scalable Approach to Illumination, SIGGRAPH 2005.
d. Ambient occlusion. A possible paper is "Visibility & Games: Ambient Occlusion Fields", Janne Kontkanen, Samuli Laine, Proceedings of the 2005 symposium on Interactive 3D graphics.
2. Fast ray tracing. It'd be good to get talks on CPU and GPU methods. Frameless rendering is also very interesting.
a. On CPUs, this was pioneered by folks at Utah with a ray tracer that ran on a parallel computer from SGI. A more accessible approach on a cluster of PCs was presented in a series of papers by Ingo Wald from Saarbrucken around 2001 or so (see http://graphics.cs.uni-sb.de/Publications/index.html).
There are many newer papers focusing on CPU implementations. A good place to look is the Symposium on Interactive Ray Tracing (2006-2008). For example, one paper that looks interesting is Large Ray Packets for Real-time Whitted Ray Tracing
Whitted Ray Tracing by Overbeck, et al. presented at the Symposium on Interactive Ray Tracing 2008.
b. Ray tracing on GPUs. There have recently been some impressive demos on ATI and NVIDIA cards. A recent paper on this is Horn, et al., Interactive k-D Tree GPU Raytracing, I3D 2007.
c. Frameless rendering is a technique first presented in Gary Bishop, Henry Fuchs, Leonard McMillan and Ellen Scher Zagier, Frameless rendering: double buffering considered harmful, SIGGRAPH 94. The idea is that you don't need to render every pixel in each frame, just a subset, perhaps chosen randomly and in a way where you get to all pixels in some rotation. A good paper to present may be Adaptive Frameless Rendering. Abhinav Dayal, Cliff Woolley, Ben Watson, and David Luebke, Proceedings of the 2005 Eurographics Symposium on Rendering, Konstanz, Germany (June 2005).