# Papers

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## Books

**Monte Carlo and Quasi Monte Carlo Methods**
A very good overview and theoretical background on Monte Carlo methods and applications can be found in:

- M. H. Kalos, P. A. Whitlock, Monte Carlo Methods, John Wiley & Sons, 1986.
- H. Niederreiter, Monte Carlo and Quasi-Monte Carlo Methods, Springer, 2004.

**Global Illumination**
Books about mathematical frameworks for light transport and solutions for global illuminations:

- Ph. Dutré, The global illumination compendium.
- Ph. Dutré, Ph. Bekaert, K. Bala, Advanced Global Illumination, AK Peters, 2006.
- Eric Veach, Robust Monte Carlo Methods for Light Transport Simulation, Ph.D. dissertation, Stanford University, December 1997.

**Essential books for implementing renderers**

- P. Shirley, R. K. Morley, Realistic Ray Tracing, Second Edition, AK Peters, 2003.
- G. Humphreys, M. Pharr, Physically Based Rendering: From Theory to Implementation, Morgan Kaufmann, 2004.
- Various, The graphics gems series, Academic Press, 1990-95.

**The human visual system, digital signal processing, and the interaction of matter and light**

- A. S. Glassner, Principles of Digital Image Synthesis, Morgan Kaufmann, 1995.

## Papers

**General repositories**

Good starting points for finding (graphics) papers online are:

- Biliographies on Graphics and Vision.
- Tim Rowley's collection of references to graphics papers on the web.
- Google scholar.
- Citeseer.

**Papers specifically used in the implementation of Lux**

*Metropolis Light Transport*

- C. Kelemen, L. Szirmay-Kalos, G. Antal, F. Csonka, A Simple and Robust Mutation Strategy for the Metropolis Light Transport Algorithm (2002)

*Ray/Triangle Intersection, SIMD Optimization and Real-Time Ray Tracing*

- Ingo Wald, Realtime Ray Tracing and Interactive Global Illumination, PhD Thesis, Chapter 7 includes a description of the "Projection method" for ray/triangle intersection.
- Maxim Shevtsov, Alexei Soupikov and Alexander Kapustin, Intel Corporation, Nizhniy Novgorod, Russia Ray-Triangle Intersection Algorithm for Modern CPU Architectures, Graphicon 2007.

*Acceleration structures*

- Ph.D. Thesis by Vlastimil Havran, November 2000, Heuristic Ray Shooting Algorithms, best source about KDTree

**Interesting future Luxrender features that can be implemented**

*Rendering algorithms*

Quasi Monte Carlo rendering, a technique that uses low discrepancy points instead of random points in order to obtain smoother images more rapidly:

- A. Keller, I. Friedel, Fast Generation of Randomized Low Discrepancy Points Sets, Monte Carlo and Quasi-Monte Carlo Methods 2000, Springer-Verlag, Berlin, pp. 257-273.
- A. Keller, T. Kollig, Efficient Bidirectional Path Tracing by Randomized Quasi-Monte Carlo Integration, Monte Carlo and Quasi-Monte Carlo Methods 2000, Springer-Verlag, Berlin, pp. 290-305.
- A. Keller, Strictly Deterministic Sampling Methods in Computer Graphics (Mental Images technical report, 2001), Course 44, SIGGRAPH 2003.

Population Monte Carlo:

- Shaohua Fan, Sequential Monte Carlo Methods for Physically Based Rendering. Describes various PMC methods in detail. Also has a section about MLT Photon Sampling.

Energy redistribution:

- Yu-Chi Lai, Shaohua Fan, Stephen Chenney, Charles Dyer, Photorealistic Image Rendering with Population Monte Carlo Energy Redistribution, Eurographics Symposium on Rendering, 2007, pp. 287–296.
- David Cline, Justin Talbot, Parris Egbert, Energy Redistribution Path Tracing, ACM Transactions on Graphics, 24(3), pp. 1186-1195, July 2005.

Variance reduction:

*Sampling*

- Victor Ostromoukhov, Sampling with Polyominoes, Proceedings of ACM SIGGRAPH 2007, ACM Transactions on Graphics, 26(3), 2007. Source code announced on the paper website.
- Victor Ostromoukhov, Charles Donohue, Pierre-Marc Jodoin, Fast Hierarchical Importance Sampling with Blue Noise Properties, SIGGRAPH 2004. Source code on the paper website.
- Daniel Dunbar, Greg Humphreys, A Spatial Data Structure for Fast Poisson-Disk Sample Generation, Proceedings of SIGGRAPH 2006. Source code on the paper website.
- J. Kopf et al., Recursive Wang Tiles for Real-Time Blue Noise, ACM Transactions on Graphics (Proceedings of SIGGRAPH 2006)
- G. Turk, Texturing Surfaces Using Reaction-Diffusion. Techniques for generating textures on polygonal surfaces. The paper also discusses a sampling technique for surfaces based on Lloyd relaxation that has other purposes, e.g. generating well distributed sample points for sampling irradiance on the surface in the subsurface scattering technique of Buhler's.
- T. Hachisuka, W. Jarosz, R. Weistroffer, K. Dale, G. Humphreys, M. Zwicker, and H. Wann Jensen, Multidimensional Adaptive Sampling and Reconstruction for Ray Tracing. ACM Transactions on Graphics (SIGGRAPH 2008).

*Spatial/temporal acceleration techniques*

*Tonemapping*

*Perception*

Possible perceptually based acceleration technique for rendering. How to integrate with metropolis sampling is not clear:

- M. Ramasubramanian, S. N. Pattanaik, and D. P. Greenberg., A perceptually based physical error metric for realistic image synthesis. Computer Graphics (ACM Siggraph ’99).

*Materials*

Participating media:

- J. Revall Frisvad, N. Jørgen Christensen, H. Wann Jensen, Computing the Scattering Properties of Participating Media using Lorenz-Mie Theory, SIGGRAPH 2007. Paper provides model and parameters for realistic ocean water, ice and milk material.
- Srinivasa Narasimhan, Mohit Gupta, Craig Donner, Ravi Ramamoorthi, Shree K. Nayar, Henrik Wann Jensen, Acquiring Scattering Properties of Participating Media by Dilution, SIGGRAPH 2006.

Diffraction:

- J. Stam, Diffraction Shaders, SIGGRAPH 1999.

Surface scattering:

- Bruce Walter, Stephen R. Marschner, Hongsong Li, Kenneth E. Torrance, Microfacet Models for Refraction through Rough Surfaces, EGSR 2007. Has interesting information about a different microfacet geometry masking function G, and two other microfacet distribution functions D.

*Advanced optical effects*

Polarization:

- A. Wilkie, R. F. Tobler, C. Ulbricht, G. Zotti, W. Purgathofer, An Analytical Model for Skylight Polarisation, In Proceedings of the Eurographics Symposium on Rendering, pages 387-399. June 2004.

Fluorescence (would be interesting when using non-incandescent lighting in scenes):

- A. Wilkie, R. F. Tobler, W. Purgathofer, Combined Rendering of Polarization and Fluorescence Effects, Proceedings of Eurographics Workshop on Rendering 2001.

*Intel SSE*

- Intel 64 and IA-32 Architectures Software Developer's Manual Volume 1: Basic Architecture
- Intel SSE4 Programming Reference
- Introduction to Intrinsics
- SSE2 Instructions in a Double-precision 3D Transform
- GCC manual
- Intel C++ Compiler Manual
- SSE Performance Programming