Papers with links to the ACM or IEEE digital library require digital library access. You should have access from any on-campus computer. From off campus, you can follow remote access directions from the UMBC library.
Ken Perlin, "An image synthesizer," SIGGRAPH 85, pp. 287 - 296.
J. P. Lewis, "Algorithms for solid noise synthesis," SIGGRAPH 89, pp. 263 - 270.
Pat Hanrahan and Jim Lawson, "A Language for Shading and Lighting Calculations," SIGGRAPH 90, pp. 289 - 298.
Marc Olano and Anselmo Lastra, "A Shading Language on Graphics Hardware: The PixelFlow Shading System," SIGGRAPH 98, pp. 159 - 168.
Mark S. Peercy, Marc Olano, John Airey and P. Jeffery Ungar, "Interactive Multi-Pass Programmable Shading", SIGGRAPH 2000, pp. 425 - 432.
Eric Chan, Ren Ng, Pradeep Sen, Kekoa Proudfoot and Pat Hanrahan, "Efficient partitioning of fragment shaders for multipass rendering on programmable graphics hardware," Graphics Hardware 2002, pp. 69 - 78.
Robert Cook and Kenneth Torrance, "A reflectance model for computer graphics," SIGGRAPH 81, pp. 307 - 316.
Pierre Poulin and Alain Fournier, "A Model for Anisotropic Reflection," SIGGRAPH 90, pp. 273 - 282.
Xiao He, Kenneth Torrance, Fracois Sillion, and Donald Greenberg, "A comprehensive physical model for light reflection," SIGGRAPH 91, pp. 175 - 186.
Pat Hanrahan and Wolfgang Krueger, "Reflection from Layered Surfaces due to Subsurface Scattering," SIGGRAPH 93, pp. 165 - 174.
Jay Gondek, Gary Meyer, and Jonathan Newman, "Wavelength Dependent Reflectance Functions," SIGGRAPH 94, pp. 213 - 220.
Paul Debevec, "Rendering synthetic objects into real scenes: bridging traditional and image-based graphics with global illumination and high dynamic range photography," SIGGRAPH 98, pp. 189 - 198. [John Kloetzli]
Tom Lokovic and Eric Veach, "Deep Shadow Maps," SIGGRAPH 2000, pp. 385 - 392.
Henrik Jensen, Stephen Marschner, Marc Levoy, and Pat Hanrahan, "A Practical Model for Subsurface Light Transport," SIGGRAPH 2001, pp. 511 - 518.
Robert L. Cook, Thomas Porter, Loren Carpenter, "Distributed ray tracing," SIGGRAPH 1984, pp. 137 - 145. [Joel Goldfinger]
L. Richard Speer, "An updated cross-indexed guide to the ray-tracing literature," Computer Graphics, v26n1, January 1992, pp. 41 - 72.
Nathan A. Carr, Jesse D. Hall and John C. Hart, "The ray engine," ACM/Eurographics Graphics Hardware 2002, pp. 37 - 46.
Timothy J. Purcell, Ian Buck, William R. Mark and Pat Hanrahan, "Ray tracing on programmable graphics hardware," Transactions on Graphics, v21n3 (Proceedings of SIGGRAPH 2002), pp. 703 - 712.
James Kajiya, "The Rendering Equation," SIGGRAPH 86, pp. 143 - 150.
Cindy Goral, Kenneth Torrance, Donald Greenberg and Bennett Battaile, "Modeling the Interaction of Light Between Diffuse Surfaces," SIGGRAPH 84, pp. 213 - 222. [Chris Wassenius]
Michael Cohen and Donald Greenberg, "The Hemi-Cube. A Radiosity Solution for Complex Environments," SIGGRAPH 85, pp. 31 - 40.
Michael Cohen, Eric Chen, J. R. Wallace and Don P. Greenberg, "A Progressive Refinement Approach to Fast Radiosity Image Generation," SIGGRAPH 88, pp. 75 - 84.
Eric Veach and Leonidas Guibas, "Metropolis Light Transport," SIGGRAPH 97, pp. 65 - 76.
David Cline, Justin Talbot, Parris Egbert, "Energy redistribution path tracing,", ACM Transactions on Graphics, v24n3 (Proceedings of SIGGRAPH 2005), pp. 1186 - 1195.
Leonard McMillan and Gary Bishop, "Plenoptic modeling: An image-based rendering system," SIGGRAPH 95, pp. 39 - 46.
Marc Levoy and Pat Hanrahan, "Light Field Rendering," SIGGRAPH 96, pp. 31 - 42.
Steven Gortler, Radek Grzeszczuk, Richard Szeliski, Michael Cohen, "The Lumigraph," SIGGRAPH 96, pp. 43 - 54.
Chun-Fa Chang, Gary Bishop and Anselmo Lastra, "LDI Tree: A Hierarchical Representation for Image-Based Rendering," SIGGRAPH 99, pp. 291 - 298.
Heung-Yeung Shum and Li-Wei He, "Rendering with Concentric Mosaics," SIGGRAPH 99, pp. 299 - 306.
* Manuel Oliveira, Gary Bishop, and David McAllister, "Relief Texture Mapping," Siggraph 00, pp. 359 - 368.
Emil Praun, Adam Finkelstein, and Hugues Hoppe, "Lapped Textures," SIGGRAPH 00, pp. 465 - 470. [Anteneh Anteneh]
Li-Yi Wei and Marc Levoy, "Fast Texture Synthesis using Tree-structured Vector Quantization," SIGGRAPH 00, pp. 479 - 488.
Aaron Hertzmann, Charles E. Jacobs, Nuria Oliver, Brian Curless and David H. Salesin, "Image Analogies," SIGGRAPH 2001, pp. 327 - 340.
Alexei A. Efros and William T. Freeman, "Image Quilting for Texture Synthesis and Transfer," SIGGRAPH 2001, pp. 341 - 346. [Joel Goldfinger]
Vivek Kwatra, Arno Schödl, Irfan Essa, Greg Turk, Aaron Bobick, "Graphcut textures: image and video synthesis using graph cuts", ACM Transactions on Graphics, v22n3 (Proceedings of SIGGRAPH 2003), pp. 277 - 286. [Pat Gillespie]
Steve Zelinka, Michael Garland, "Jump map-based interactive texture synthesis," ACM Transactions on Graphics, v23n4 (October 2004), pp. 930 - 962.
Sylvain Lefebvre, Hugues Hoppe, "Parallel controllable texture synthesis,", ACM Transactionns on Graphics, v24n3 (Proceedings of SIGGRAPH 2005), pp. 777 - 786.
* James F. Blinn, "What We Need Around Here is More Aliasing," IEEE Computer Graphics and Applications, January 1989, pp. 75 - 79.
* James F. Blinn, "Return of the Jaggies," IEEE Computer Graphics and Applications, March 1989, pp. 82 - 89.
Robert Cook, "Stochastic Sampling in Computer Graphics," Transactions on Graphics, January 1986, pp. 51-72.
Don Mitchell and Arun Netravali, "Reconstruction Filters in Computer Graphics," SIGGRAPH 88, pp. 221 - 228.
* Paul Heckbert, "Survey of Texture Mapping," IEEE Computer Graphics and Applications, November 1986, pp. 56 - 67.
Ken Perlin and Eric Hoffert, "Hypertexture," SIGGRAPH 89, pp. 253 - 262.
James Kajiya and Timothy Kay, "Rendering Fur with Three Dimensional Textures," SIGGRAPH 89, pp. 271 - 280. [John Kloetzli]
Dan B. Goldman, "Fake fur rendering," SIGGRAPH 97, pp. 127 - 134.
Michael D. McCool, Jason Ang and Anis Ahmad, "Homomorphic Factorization of BRDFs for High-Performance Rendering," SIGGRAPH 01, pp. 171 - 178.
Peter-Pike Sloan, Jan Kautz, John Snyder, "Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments," Proceedings of SIGGRAPH 2002, pp. 527 - 536.
Fábio Policarpo, Manuel M. Oliveira, João L. D. Comba, "Real-time relief mapping on arbitrary polygonal surfaces," Proceedings of I3D 2005, the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, April 2005, pp. 155 - 162. [Jeremy Shopf]
James T. Kajiya and Brian P. Von Herzen, "Ray Tracing Volume Densities," SIGGRAPH 84, pp. 165 - 174.
William E. Lorensen and Harvey E. Cline, "Marching cubes: A high resolution 3D surface construction algorithm", SIGGRAPH 87, pp. 163-169. [Mark Blackburn]
Robert A. Drebin, Loren Carpenter and Pat Hanrahan, "Volume Rendering," SIGGRAPH 88, pp. 65 - 74.
Lee Westover, "Footprint Evaluation for Volume Rendering," SIGGRAPH 90, pp. 367 - 376.
Tom Malzbender, "Fourier volume rendering", ACM Transactions on Graphics, v12n3, July 1993, pp. 233 - 250.
Philippe Lacroute and Marc Levoy, "Fast Volume Rendering Using a Shear-Warp Factorization of the Viewing Transformation", SIGGRAPH 94, pp. 451 - 458.
Klaus Engel, Martin Kraus and Thomas Ertl, "High-Quality Pre-Integrated Volume Rendering Using Hardware-Accelerated Pixel Shading", Graphics Hardware 2001, pp. 9 - 17.
Georges Winkenbach and David Salesin, "Computer-Generated Pen-and-Ink Illustration," SIGGRAPH 94, pp. 91 - 98.
Barbara J. Meier, "Painterly Rendering for Animation," SIGGRAPH 96, pp. 477 - 484. [Jeremy Shopf]
Michael P. Salisbury, Michael T. Wong, John F. Hughes and David H. Salesin, "Orientable Textures for Image-Based Pen-and-Ink Illustration," SIGGRAPH 97, pp. 401 - 406.
Amy Gooch, Bruce Gooch, Peter Shirley, and Elaine Cohen, "A Non-Photorealistic Lighting Model for Automatic Technical Illustration," SIGGRAPH 98, pp. 447 - 452. [Anteneh Anteneh]
Michael A. Kowalski et al., "Art-Based Rendering of Fur, Grass, and Trees," SIGGRAPH 99, pp. 433 - 438. [Ryan Bergeron]
Aaron Hertzmann and Denis Zorin, "Illustrating Smooth Surfaces," Siggraph 00, pp. 517 - 526. [Mark Blackburn]
Doug DeCarlo, Anthony Santella, "Stylization and abstraction of photographs," ACM Transactions on Graphics, v21n3 (Proceedings of SIGGRAPH 2002), pp. 769 - 776. [Pat Gillespie]
James H. Clark, "The Geometry Engine: A VLSI Geometry System for Graphics," SIGGRAPH 82, pp. 127 - 133.
* Steven Molnar, Michael Cox, David Ellsworth, Henry Fuchs, "A sorting classification of parallel rendering", IEEE Computer Graphics and Applications, v14n4 (July 1994), pp. 23 - 32.
Steven Molnar, John Eyles, John Poulton, "PixelFlow: high-speed rendering using image composition", SIGGRAPH 92, pp.231-240.
Kurt Akeley, "Reality engine graphics," SIGGRAPH 93, pp. 109 - 116. [Ryan Bergeron]
Greg Humphreys, Mike Houston, Ren Ng, Randall Frank, Sean Ahern, Peter D. Kirchner, James T. Klosowski, "Chromium: a stream-processing framework for interactive rendering on clusters," SIGGRAPH 2002, pp. 693 - 702.
* Emmett Kilgariff and Randima Fernando, "Chapter 30: The GeForce 6 Series GPU Architecture", In GPU Gems II, Matt Pharr, editor, pp. 471 - 491.
Daniel Aliaga, Jon Cohen, Andrew Wilson, Eric Baker, Hansong Zhang, Carl Erikson, Kenny Hoff, Tom Hudson, Wolfgang Stuerzlinger, Rui Bastos, Mary Whitton, Fred Brooks and Dinesh Manocha, "MMR: an interactive massive model rendering system using geometric and image-based acceleration," 1999 Symposium on Interactive 3D Graphics, pp. 199 - 206.
Hansong Zhang, Dinesh Manocha, Tom Hudson and Kenneth E. Hoff, "Visibility culling using hierarchical occlusion maps," SIGGRAPH 97, pp. 77 - 88. [Chris Wassenius]
Hughes Hoppe, "Progressive Meshes," SIGGRAPH 96, pp. 99 - 108.
Jon Cohen, Marc Olano and Dinesh Manocha, "Appearance-Preserving Simplification," SIGGRAPH 98, pp. 115 - 122.
Taosong He, Lichan Hong, Arie Kaufman, Amitabh Varshney and Sidney Wang, "Voxel-Based Object Simplification," IEEE Visualization '95, pp. 296 - 303.
Fabio Pellacini, "User-configurable automatic shader simplification," ACM Transactions on Graphics, v24n3 (Proceedings of SIGGRAPH 2005), pp. 445 - 452.