14.6. Further Information
A thorough treatment of reflectance and lighting models can be found in the book Real-Time Shading, by Marc Olano et al. (2002). Real-Time Rendering by Akenine-Möller and Haines also contains discussions of Fresnel reflection and the theory and implementation of BRDFs. The paper discussing the Fresnel approximation we've discussed was published by Christophe Schlick as part of Eurographics '94. Cg shaders that utilize this approximation are described in the Cg Tutorial and GPU Gems books. The diffraction shader is based on work presented by Jos Stam in a 1999 SIGGRAPH paper called Diffraction Shaders. Stam later developed a diffraction shader in Cg and discussed it in the book GPU Gems.
The specific paper that was drawn upon heavily for the BRDF reflection section was Gregory Ward's Measuring and Modeling Anisotropic Reflection, which appeared in the 1992 SIGGRAPH conference proceedings. A classic early paper that set the stage for this work was the 1981 SIGGRAPH paper, A Reflectance Model for Computer Graphics, by Cook and Torrance.
The SIGGRAPH 2001 proceedings contain the paper Polynomial Texture Maps by Tom Malzbender, Dan Gelb, and Hans Wolters. Additional information is available at the Hewlett-Packard Laboratories Web site, http://www.hpl.hp.com/ptm/. At this site, you can find example data files, a PTM viewing program, the PTM file format specification, and utilities to assist in creating PTMs.
The book Physically-Based Rendering: From Theory to Implementation by Pharr and Humphreys is a thorough treatment of techniques for achieving realism in computer graphics.