Please read the material listed below before you come to class.
You may want to change the background of the slides in order to print them. Here's a simple slide template.
Read Greenberg, et. al., “A Framework for Realistic Image Synthesis”, SIGGRAPH 97. Available as PDF at Cornell, or Donald P. Greenberg. A framework for realistic image synthesis. Communications of the ACM, 42(8):44--53, August 1999. The latter is similar but with less technical detail.
Read Whitted, Turner, "An Improved Illumination Model for Shaded Display", CACM, June 1980. Scanned PDF (40MB). New: There's a better (and smaller) scan at the ACM Digital Library.
Start working your way through Pete Shirley's Realistic Ray Tracing. Relevant for today are Chapters 1-5.
Look in COMP238 notebook located in Reading Room for other material, such as Eric Haines's ray-surface intersection paper.
Read Cook, Porter, Carpenter, "Distributed Ray Tracing", SIGGRAPH 84 (scanned PDF, there's a better and smaller scan through ACM digital library, served through UNC library), and
Cook, Robert L., "Stochastic Sampling in Computer Graphics", TOG 1986 (PDF). Follow-on to 1984 paper.
Realistic Ray Tracing, chapters 11-15.
Scott Cooper wrote a web page on area light sampling.
Read S. Parker, W. Marin, P.-P. Sloan, P. Shirley, B. Smits, and C. Hansen. "Interactive Ray Tracing", Symposium on Interactive 3D Computer Graphics, 1999 (PDF).
Links to fast ray tracers (from Vince Scheib, with his comments):
Heaven Seven -- Realtime, animated CSG, textures, adaptive, source in assembly compiled to 64KB, bump mapping.
Tube, cylinder ray tracer in 256 bytes. (very fun to open in a text editor)
Either
Timothy J. Purcell, Ian Buck, William R. Mark, and Pat Hanrahan, Ray Tracing on Programmable Graphics Hardware, SIGGRAPH 2002. http://graphics.stanford.edu/papers/rtongfx/ Nathan A. Carr, Jesse D. Hall and John C. Hart, The Ray Engine, Graphics Hardware 2002.
Ingo Wald, Philipp Slusallek, and Carsten Benthin Interactive Distributed Ray-Tracing of Highly Complex Models in Rendering Techniques 2001 / Proceedings of the EUROGRAPHICS Workshop on Rendering 2001, pp 274 -285.
or
Ingo Wald, Carsten Benthin, Markus Wagner, and Philipp Slusallek Interactive Rendering with Coherent Ray-Tracing in Computer Graphics Forum / Proceedings of the EUROGRAPHICS 2001, pp 153-164, 20(3)
You can find these at http://graphics.cs.uni-sb.de/Publications/index.html
http://graphics.cs.uiuc.edu/~jch/papers/rt2/
Marc Levoy and Pat Hanrahan.
LightField Rendering, SIGGRAPH 96.Gortler, et. al. The Lumigraph , SIGGRAPH 96.
Optionally: Concentric Mosaics, SIGGRAPH 99.
McMillan and Bishop, Plenoptic Modeling, SIGGRAPH 95.
Debevec, et. al. Modeling and Rendering Architecture from Photographs (web page), SIGGRAPH 96.
Buehler, C., Bosse, M., McMillan, L., Gortler, S., and Cohen, M., "Unstructured Lumigraph Rendering." SIGGRAPH 2001.
An Image Synthesizer by Ken Perlin, SIGGRAPH 1985
Improving Noise by Ken Perlin, SIGGRAPH 2002.
Ebert, et. al., "Texturing and modeling : a procedural approach", AP Professional, 1998. Relevant section in reading room.
Other info on shading:
Greg Turk, Generating Textures on Arbitrary Surfaces Using Reaction-Diffusion, Siggraph 1991.
Andrew Witkin, Michael Kass, Reaction-diffusion textures, Siggraph 1991.
Reference: RenderMan Companion: A Programmer's Guide to Realistic Computer Graphics, by Steve Upstill, 1989. Look for copies in the GLAB. Also helpful might be course notes from RenderMan courses at SIGGRAPH. See local copy on my PC.
The specifications are on the Pixar developers web page.
The language design was presented at SIGGRAPH 90 in A language for shading and lighting calculations by Pat Hanrahan and Jim Lawson.
Look on 3DLabs OGL web pages for OpenGL 2.0 specifications and at the SIGGRAPH 2002 course notes (updated) and presentation.
Mike Strauss presenting: Cass Everitt and Mark J. Kilgard, "Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering"
Haris Fretzagias presenting a paper he co-wrote about LODs for ray tracing acceleration.
Yoon -- Rusinkiewics, & Levoy, QSplat, SIGGRAPH 2000.
Leo Liu -- X. Gu, S. Gortler, H. Hoppe. Geometry images, SIGGRAPH 2002, pages 355-361.
Larsen -- Real-Time Hatching by Emil Praun, Matthew Webb, Adam Finkelstein, Hugues Hoppe, SIGGRAPH 2001.
Stewart -- Dynamically Reparameterized Light Fields by Aaron Isaksen, Leonard McMillan , Steven J. Gortler, SIGGRAPH 2000
Feasel -- Frédo Durand, Julie Dorsey, Fast Bilateral Filtering for the Display of High Dynamic Range Images, SIGGRAPH 2002.
Lloyd -- Photographic Tone Reproduction for Digital Images, Erik Reinhard, Michael Stark, Peter Shirley, Jim Ferwerda, SIGGRAPH 2002.
Vogel -- Image-Based 3D Photography Using Opacity Hulls, Wojciech Matusik, Hanspeter Pfister, Addy Ngan, Paul Beardsley, Leonard McMillan, SIGGRAPH 2002.
Ma -- Henrik Wann Jensen and Per H. Christensen, Efficient simulation of light transport in scenes with participating media using photon maps, p. 311-320, SIGGRAPH 98.
Kohli -- Paul Fearing, Computational Modeling of Fallen Snow, SIGGRAPH 2000.
See class notebook (pocket on front cover) for a copy of Chapter 2 (by Pat Hanrahan), an introduction to radiometry, from the book by Cohen and Wallace, Radiosity and Realistic Image Synthesis. Chapter 2 of Jensen's Photon Mapping book is also good.
A Progressive Refinement Approach to Fast Radiosity Image Generation by Michael F. Cohen, Shenchang Eric Chen, John R. Wallace, Donald P. Greenberg. Computer Graphics (Proceedings of SIGGRAPH 88). 22 (4). pp. 75-84. 1988.
orChapters 3-5 of Cohen and Wallace, Radiosity and Realistic Image Synthesis, Academic Press, 1993. I recommend that you read this book if you are serious about learning global illumination methods.
James T. Kajiya, The Rendering Equation, SIGGRAPH 86.
Optional:
Henrik Wann Jensen, Global Illumination using Photon Maps, Eurographics Rendering Workshop 1996 (or Jensen's book).
Eric Veach and Leonidas J. Guibas Metropolis Light Transport SIGGRAPH97
Raij -- Pfister, et. al., Surfels: Surface Elements as Rendering Primitives, SIGGRAPH 2000
Jerald -- Post-Rendering 3D Warping by William Mark et al., I3D 1997
Rosenkoetter -- Dmitriev, et. al., Interactive Global Illumination using Selective Photon Tracing, EGWR 2002.
Garber -- Drawing Strokes Directly on 3D Models by Robert D. Kalnins et. al. SIGGRAPH 2002.
Borland -- Reeves, et. al., Rendering Anti-Aliased Shadows with Depth Maps, SIGGRAPH 87.
Ilie -- Kim and Pellacini, Jigsaw image mosaics, SIGGRAPH 2002.
Guodong Liu -- A Real-Time Distributed Light Field Camera, Jason C. Yang, Matthew Everett, Chris Buehler, Leonard McMillan, EGWR 2002
Ward -- Brooks and Dodgson, Self-similarity based texture editing, SIGGRAPH 2002
Yang -- Plenoptic Sampling, Jin-Xiang Chai, Xin Tong, Shing-Chow Chan, Harry Shum, SIGGRAPH 2000
Hensley -- McAllister, Lastra, and Heidrich, Efficient Rendering of Spatial Bi-directional Reflectance Distribution Functions, Graphics Hardware 2002.
Volume rendering -- no reading.
Parallel rendering. Please read Molnar, S., M. Cox, D. Ellsworth, and H. Fuchs. "A Sorting Classification of Parallel Rendering," IEEE Computer Graphics and Applications, 14(4), July 1994, 23-32.
I also suggest that you look over these notes on types of renderers and read the original A-Buffer paper
Carpenter, Loren, The A-Buffer, an Antialiased Hidden Surface Method, SIGGRAPH 84.