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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.

  1. Akenine-Möller, Tomas, and E. Haines, Real-Time Rendering, Second Edition, AK Peters, Ltd., Natick, Massachusetts, 2002. http://www.realtimerendering.com

  2. Cook, Robert L., and Kenneth E. Torrance, A Reflectance Model for Computer Graphics, Computer Graphics (SIGGRAPH '81 Proceedings), pp. 307316, July 1981.

  3. Fernando, Randima, and Mark J. Kilgard, The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics, Addison-Wesley, Boston, Massachusetts, 2003.

  4. Hewlett-Packard, Polynomial Texture Mapping, Web site. http://www.hpl.hp.com/ptm

  5. Kautz, Jan, and Michael D. McCool, Interactive Rendering with Arbitrary BRDFs Using Separable Approximations, 10th Eurographics Workshop on Rendering, pp. 281292, June 1999. http://www.mpi-sb.mpg.de/~jnkautz/publications

  6. Malzbender, Tom, Dan Gelb, and Hans Wolters, Polynomial Texture Maps, Computer Graphics (SIGGRAPH 2001 Proceedings), pp. 519528, August 2001. http://www.hpl.hp.com/research/ptm/papers/ptm.pdf

  7. Olano, Marc, John Hart, Wolfgang Heidrich, and Michael McCool, Real-Time Shading, AK Peters, Ltd., Natick, Massachusetts, 2002.

  8. Pharr, Matt and Greg Humphreys, Physically Based Rendering: From Theory to Implementation, Morgan Kaufmann, San Francisco, 2004. http://pbrt.org/

  9. Schlick, Christophe, An Inexpensive BRDF Model for Physically Based Rendering, Eurographics '94, published in Computer Graphics Forum, vol. 13., no. 3, pp. 149162, September, 1994.

  10. Stam, Jos, Diffraction Shaders, Computer Graphics (SIGGRAPH '99 Proceedings, pp. 101110, August 1999. http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/diff.pdf

  11. Stam, Jos, Simulating Diffraction, in GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics, Editor: Randima Fernando, Addison-Wesley, Reading, Massachusetts, 2004. http://developer.nvidia.com/object/gpu_gems_home.html

  12. Ward, Gregory, Measuring and Modeling Anisotropic Reflection, Computer Graphics (SIGGRAPH '92 Proceedings), pp. 265272, July 1992. http://radsite.lbl.gov/radiance/papers/sg92/paper.html


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