% shadow.bib: bibliography on shadow algorithms,
%     direct illumination,
%     area light sources,
%     soft shadows,
%     real time shadows,
%     texture mapping on graphics workstations,
% and related topics including hemicubes and form factor calculation.
%
% Paul Heckbert, January 1997
%
% many entries copied from the CS bibliography at
% http://liinwww.ira.uka.de/bibliography/index.html

% a lot of papers from michael wimmer
% Daniel Scherzer has added some papers too ;)

@InProceedings{EVL-2000-69,
  pages =        "335--342",
  year =         "2000",
  title =        "Surfels: Surface Elements as Rendering Primitives",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2000-69",
  author =       "Hanspeter Pfister and Matthias Zwicker and Jeroen van
                 Baar and Markus Gross",
  abstract =     "Surface elements (surfels) are a powerful paradigm to
                 efficiently render complex geometric objects at
                 interactive frame rates. Unlike classical surface
                 discretizations, i.e., triangles or quadrilateral
                 meshes, surfels are point primitives without explicit
                 connectivity. Surfel attributes comprise depth, texture
                 color, normal, and others. As a pre-process, an
                 octree-based surfel representation of a geometric
                 object is computed. During sampling, surfel positions
                 and normals are optionally perturbed, and different
                 levels of texture colors are prefiltered and stored per
                 surfel. During rendering, a hierarchical forward
                 warping algorithm projects surfels to a z-buffer. A
                 novel method called visibility splatting determines
                 visible surfels and holes in the z-buffer. Visible
                 surfels are shaded using texture filtering, Phong
                 illumination, and environment mapping using per-surfel
                 normals. Several methods of image reconstruction,
                 including supersampling, offer flexible speed-quality
                 tradeoffs. Due to the simplicity of the operations, the
                 surfel rendering pipeline is amenable for hardware
                 implementation. Surfel objects offer complex shape, low
                 rendering cost and high image quality, which makes them
                 specifically suited for low-cost, real-time graphics,
                 such as games.",
  editor =       "Kurt Akeley",
  keywords =     "Rendering Systems, Texture Mapping",
  series =       "Annual Conference Series",
  booktitle =    "Siggraph 2000, Computer Graphics Proceedings",
  publisher =    "ACM Press / ACM SIGGRAPH / Addison Wesley Longman",
}

@TechReport{Martin:2001:TCIRT,
  author = "William Martin and Steven Parker and Peter Shirley and William
Thompson",
  title = "Temporally Coherent Interactive Ray Tracing",
  institution =  {Computer Science Department, University of Utah},
  month =        {May},
  year =         {2001},
  number =       {UUCS-01-005},
  pdf_link =
"http://www.cs.utah.edu/vissim/papers/coherent/UUCS-01-005.pdf",
  keywords = "UofU",
}

@techreport{simmons00dynamic,
    author = "Maryann Simmons",
    title = "A Dynamic Mesh Display Representation for the Holodeck Ray
Cache System",
    number = "CSD-00-1090",
    month = "13,",
    pages = "34",
    year = "2000"
}

@INPROCEEDINGS{Lin2000,
  author = {Qingren Lin and Per-Erik Danielson and Bjorn Gudmunson},
  month = {November},
  year = 2000,
  title = {Frame-Coherent Volume Rendering},
  booktitle = {Proceedings of the IASTED International Conferent, COMPUTER
GRAPHICS AND IMAGING},
  address = {Las Vegas, NV},
  organization = {The International Association of Science and Technology
for
                 Development (IASTED)}
}

@InProceedings{Niepel:1995:SCD,
  author =       "L. Niepel and J. Martinka and A. Ferko and P. Elias",
  title =        "On Scene Complexity Definition for Rendering",
  booktitle =    "Winter School of Computer Graphics 1995",
  year =         "1995",
  month =        feb,
  note =         "held at University of West Bohemia, Plzen, Czech
                 Republic, 14-18 February 1995",
  who  = "Havran Vlastimil: REN-0001",
}

@TechReport{Snyder96,
  author = "J. M. Snyder",
  title = "Area Light Sources for Real-Time Graphics",
  pages = 30,
  institution = "Microsoft Research",
  year = 1996,
  month = mar,
  number = "MSR-TR-96-11",
  who  = "Havran Vlastimil: REN-0002",
}

@InProceedings{Keller:1997:IR,
  author =       "Alexander Keller",
  title =        "Instant Radiosity",
  booktitle =    "SIGGRAPH 97 Conference Proceedings",
  editor =       "Turner Whitted",
  series =       "Annual Conference Series",
  year =         "1997",
  organization = "ACM SIGGRAPH",
  publisher =    "Addison Wesley",
  month =        Aug,
  pages =        "49--56",
  note =         "ISBN 0-89791-896-7",
  keywords =     "Radiance equation, radiosity, shading, Monte Carlo
                 integration, quasi-Monte Carlo integration,
                 quasi-random walk, jittered low discrepancy sampling,
                 hardware, accumulation buffer, realtime rendering
                 algorithms, photorealism",
  annote =       "We present a fundamental procedure for instant
                 rendering from the radiance equation. Operating
                 directly on the textured scene description, the very
                 efficient and simple algorithm produces photorealistic
                 images without any finite element kernel or solution
                 discretization of the underlying integral equation.
                 Rendering rates of a few seconds are obtained by
                 exploiting graphics hardware, the deterministic
                 technique of the quasi-random walk for the solution of
                 the global illumination problem, and the new method of
                 jittered low discrepancy sampling.",
  who  = "Havran Vlastimil: REN-0003",
}

@Article{Tiede:1990:IMA,
  author =       "Ulf Tiede and Karl Heinz Hoehne and Michael Bomans and
                 Andreas Pommert and Martin Riemer and Gunnar Wiebecke",
  title =        "Investigation of Medical {3D}-Rendering Algorithms",
  journal =      "IEEE Computer Graphics and Applications",
  volume =       "10",
  number =       "2",
  pages =        "41--53",
  month =        mar,
  year =         "1990",
  coden =        "ICGADZ",
  ISSN =         "0272-1716",
  bibdate =      "Sat Jan 25 06:42:48 MST 1997",
  acknowledgement = ack-nhfb,
  affiliation =  "Univ Hospital Eppendorf, Inst of Math \& Comput Sci in
                 Med, Hamburg, West Ger",
  classification = "461; 723",
  journalabr =   "IEEE Comput Graphics Appl",
  keywords =     "Biomedical Engineering; Computer Graphics --- Medical
                 Applications; Computer Programming --- Algorithms;
                 Computerized Tomography; Gradient Shading; Magnetic
                 Resonance --- Imaging Techniques; Shading Algorithms;
                 Surface Rendering; surface rendering",
  who  = "Havran Vlastimil: REN-0004",
}

@Article{George:1990:RRD,
  author =       "David W. George and Fran{\c{c}}ois X. Sillion and
                 Donald P. Greenberg",
  title =        "Radiosity Redistribution for Dynamic Environments",
  journal =      "IEEE Computer Graphics and Applications",
  volume =       "10",
  number =       "4",
  pages =        "26--34",
  month =        Jul,
  year =         "1990",
  coden =        "ICGADZ",
  ISSN =         "0272-1716",
  bibdate =      "Sat Jan 25 06:42:48 MST 1997",
  acknowledgement = ack-nhfb,
  affiliation =  "Cornell Univ, Ithaca, NY, USA",
  annote =       "They present a modification to the progressive
                 radiosity to allow faster radiosity computation for
                 animation sequences where objects can be added, moved,
                 removed or their surface changed properties. When an
                 object is added, radiosity is shot onto these new
                 patches. A shadow volume is determined and a negative
                 radiosity is shot to the patches in shadow. When an
                 object is moved, it is removed from the scene and added
                 to the new position, the radiosity being recomputed at
                 each step. The radiosity recomputed is based on two
                 strategies: redistribute first or interleave
                 redistribution and propagation. Some heuristics are
                 presented to choose the most important patches. This
                 solution is good when just a few objects are involved
                 but as the complexity of the scenes and mostly moving
                 objects increases, the algorithm lost of its
                 interest.",
  classification = "723",
  journalabr =   "IEEE Comput Graphics Appl",
  keywords =     "Computer Graphics; Computer Software --- Applications;
                 Interactive; radiosity, animation, interaction, shadow,
                 negative radiosity; Shading; Shadowing",
  who  = "Havran Vlastimil: REN-0005",
}

@TechReport{EVL-1997-43,
  author =       "M. Stamminger and Ph. Slusallek and H.-P. Seidel",
  title =        "Bounded Clustering -- Finding Good Bounds on Clustered
                 Light Transport",
  number =       "2",
  institution =  "Universit{\"a}t Erlangen-N{\"u}rnberg",
  year =         "1997",
  note =         "submitted for publication",
  abstract =     "Clustering is a very efficient technique for applying
                 finite element methods to the computation of global
                 illumination of complex scenes. Both computation time
                 and memory consumption can be reduced dramatically by
                 grouping the primitives of the input scene into a
                 hierarchy of clusters and allowing for light exchange
                 between all levels of this hierarchy. One problem with
                 clustering methods, however, has been to determine good
                 bounds on the exchange of light between nodes in the
                 hierarchy. In this paper, we propose a set of methods
                 applicable to both clusters and surface patches that
                 allows for computing conservative but tight error
                 bounds on the light transport between clusters and
                 surface patches. Their intrinsic properties can be
                 exploited by splitting the computation of bounds into a
                 set of related methods, applicable to any object. The
                 resulting algorithm abstracts from the nature of the
                 interacting objects -- light transport between
                 clusters, planar patches and even curved surfaces can
                 be efficiently approximated and bound by a single set
                 of methods.",
  evlib-url =    "http://infovis.zib.de:8000/Dienst/UI/2.0/Describe/evl.surfacerendering%2FEVL-1997-43",
  evlib-revision = "1st",
  who  = "Havran Vlastimil: REN-0006",
}

@InProceedings{EVL-1997-38,
  author =       "M. Stamminger and W. Nitsch and Ph. Slusallek",
  title =        "Isotropic Clustering for Hierarchical Radiosity --
                 Implementation and Experiences",
  booktitle =    "Proc. Fifth International Conference in Central Europe
                 on Computer Graphics and Visualization '97",
  year =         "1997",
  abstract =     "Although Hierarchical Radiosity was a big step forward
                 for finite element computations in the context of
                 global illumination, the algorithm can hardly cope with
                 scenes of more than medium complexity. The reason is
                 that Hierarchical Radiosity requires an initial linking
                 step, comparing all pairs of initial objects in the
                 scene. These initial objects are then hierarchically
                 subdivided in order to accurately represent the light
                 transport between them. Isotropic Clustering, as
                 introduced by Sillion, in addition creates a hierarchy
                 above the input objects. Thus, it allows for the
                 interaction of complete clusters of objects and avoids
                 the costly initial linking step. In this paper, we
                 describe our implementation of the isotropic clustering
                 algorithm and discuss some of the problems that we
                 encountered. The complexity of the algorithm is
                 examined and clustering strategies are compared.",
  postscript-url = "ftp://faui90.informatik.uni-erlangen.de/pub/Publications/1997/Publ.1997.3.ps.gz",
  evlib-url =    "http://infovis.zib.de:8000/Dienst/UI/2.0/Describe/evl.surfacerendering%2FEVL-1997-38",
  evlib-revision = "1st",
  who  = "Havran Vlastimil: REN-0007",
}

@InProceedings{Shirley95-GIDE,
  author =       "Peter Shirley and Bretton Wade and Philip M. Hubbard
                 and David Zareski and Bruce Walter and Donald P.
                 Greenberg",
  editor =       "P. M. Hanrahan and W. Purgathofer",
  year =         "1995",
  title =        "Global {Illumination} via {Density} {Estimation}",
  booktitle =    "Rendering Techniques '95 (Proceedings of the Sixth
                 Eurographics Workshop on Rendering)",
  pages =        "219--230",
  publisher =    "Springer-Verlag",
  address =      "New York, NY",
  comments =     "ISBN 3-211-82733-1",
  who = "Havran Vlastimil: REN-0008",
}

@Article{Arvo:1990:PTI,
  author =       "James Arvo and David Kirk",
  editor =       "Forest Baskett",
  title =        "Particle Transport and Image Synthesis",
  journal =      "Computer Graphics",
  volume =       "24",
  number =       "4",
  pages =        "63--66",
  month =        Aug,
  year =         "1990",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  annote =       "The rendering equation is similar to the linear
                 Boltzmann equation which has been widely studied in
                 physics and nuclear engineering. Consequently, many of
                 the powerful techniques which have been developed in
                 these fields can be applied to problems in image
                 synthesis. In this paper we adapt several statistical
                 techniques commonly used in neutron transport to
                 stachastic ray tracing and, more generally, to Monte
                 Carlo solution of the rendering equation. First, we
                 describe a technique known as {\em Russian roulette}
                 which can be used to terminate the recursive tracing of
                 rays without introducing statistical bias. We also
                 examine the practice of creating ray trees in classical
                 ray tracing in the light of a well-known technique in
                 particle transport known as {\em splitting}. We show
                 that neither ray trees nor paths as described in
                 [Kaj86] constitute an optimal sampling plan in
                 themselves and that a hybrid may be more efficient.",
  conference =   "held in Dallas, Texas; 6--10 August 1990",
  keywords =     "Boltzmann equation, Monte Carlo, particle transport,
                 radiosity, ray tracing, rendering equation",
  who  = "Havran Vlastimil: REN-0009",
}

@InProceedings{Interrante:1997:ISS,
  author =       "Victoria L. Interrante",
  title =        "Illustrating Surface Shape in Volume Data via
                 Principal Direction-Driven 3{D} Line Integral
                 Convolution",
  booktitle =    "SIGGRAPH 97 Conference Proceedings",
  editor =       "Turner Whitted",
  series =       "Annual Conference Series",
  year =         "1997",
  organization = "ACM SIGGRAPH",
  publisher =    "Addison Wesley",
  month =        Aug,
  pages =        "109--116",
  note =         "ISBN 0-89791-896-7",
  keywords =     "visualization, transparent surfaces, shape
                 representation, principal directions, stroke textures,
                 line integral convolution, solid texture, isosurfaces,
                 volume rendering",
  annote =       "This paper describes how the set of principal
                 directions and principal curvatures can be understood
                 to define a natural {"}flow{"} over the surface of an
                 object and, as such, can be used to guide the placement
                 of the lines of a stroke texture that seeks to
                 represent 3D shape in a perceptually intuitive way. The
                 driving application for this work is the visualization
                 of layered isovalue surfaces in volume data, where the
                 particular identity of an individual surface is not
                 generally known a priori and observers will typically
                 wish to view a variety of different level surfaces from
                 the same distribution, superimposed over underlying
                 opaque structures. This paper describes how, by
                 advecting an evenly distributed set of tiny opaque
                 particles, and the empty space between them, via 3D
                 line integral convolution through the vector field
                 defined by the principal directions and principal
                 curvatures of the level surfaces passing through each
                 gridpoint of a 3D volume, it is possible to generate a
                 single scan-converted solid stroke texture that can be
                 used to illustrate the essential shape information of
                 any level surface in the data. By redefining the length
                 of the filter kernel according to the magnitude of the
                 maximum principal curvature of the level surface at
                 each point around which the convolution is applied, one
                 can generate longer strokes over more the highly curved
                 areas, where the directional information is both most
                 stable and most relevant, and at the same time downplay
                 the visual impact of the directional information
                 indicated by the stroke texture in the flatter regions.
                 In a voxel-based approach such as this one, stroke
                 narrowness will be constrained by the resolution of the
                 volume within which the texture is represented.
                 However, by adaptively indexing into multiple
                 pre-computed texture volumes, obtained by advecting
                 particles of increasing sizes, one may selectively
                 widen the strokes at any point by a variable amount,
                 determined at the time of rendering, to reflect shading
                 information or any other function defined over the
                 volume data.",
  who  = "Havran Vlastimil: REN-0010",
}

@InProceedings{salesin90a,
  author =       "David Salesin and Jorge Stolfi",
  title =        "Rendering {CSG} Models with a {ZZ}-Buffer",
  pages =        "67--76",
  booktitle =    "Computer Graphics (SIGGRAPH '90 Proceedings)",
  volume =       "24",
  number =       "4",
  year =         "1990",
  month =        Aug,
  editor =       "Forest Baskett",
  conference =   "held in Dallas, Texas; 6-10 August 1990",
  keywords =     "ray tracing, antialiasing, constructive solid
                 geometry, transparent surfaces, display buffers,
                 visible-surface algorithms, rendering algorithms",
  annote =       "The ZZ-buffer is a simple acceleration scheme for ray
                 tracing that can be applied to a wide variety of
                 scenes, including those with small features, textured
                 and transparent surfaces, shadows and penubrae, and
                 depth-of-field effects. In this paper, we describe how
                 the ZZ-buffer algorithm can be adapted to the rendering
                 of scenes defined by constructive solid geometry.",
  who  = "Havran Vlastimil: REN-0011",
}

@InProceedings{oikarinen97a,
  author =       "Jarkko OIKARINEN and Lasse JYRKINEN",
  title =        "Maximum Intensity Projection by 3-Dimensional Seed Filling
                  in View Lattice",
  pages =        "173--183",
  booktitle =      "Proceedings of {\em Compugraphics'97}",
  keywords = "volume visualization, three-dimensional (3D) Imaging, Ray Casting,
              Volume Rendering, Medical Application",
  year =         "1997",
  month = dec,
  who  = "Havran Vlastimil: REN-0012",
}

@Article{Brotman:1984:GSS,
  author =       "Lynne Shapiro Brotman and Norman I. Badler",
  title =        "Generating Soft Shadows with a Depth Buffer
                 Algorithm",
  journal =      "IEEE Computer Graphics and Applications",
  volume =       "4",
  number =       "10",
  pages =        "5--12",
  month =        oct,
  year =         "1984",
  coden =        "ICGADZ",
  ISSN =         "0272-1716",
  bibdate =      "Wed Jan 29 06:09:24 1997",
  acknowledgement = ack-nhfb,
  classification = "723",
  journalabr =   "IEEE Comput Graphics Appl",
  keywords =     "computer graphics; computer programming;
                 computer-synthesized shadows; depth buffer algorithm;
                 penumbra; shadow, I37 soft shadow, I37 shadow penumbra;
                 soft shadows; visible surface rendering",
  who  = "Havran Vlastimil: REN-0013",
}

@InProceedings{Fang:1996:DVR,
  title =        "Deformable Volume Rendering by {3D} Texture Mapping
                 and Octree Encoding",
  author =       "Shiaofen Fang and Rajagopalan Srinivasan and Su Huang
                 and Ragu Raghavan",
  booktitle =    "IEEE Visualization '96",
  organization = "IEEE",
  year =         "1996",
  month =        oct,
  note =         "ISBN 0-89791-864-9",
  who  = "Havran Vlastimil: REN-0014",
}

@InProceedings{Reitan97a,
  author =       "Paula J. Reitan",
  title =        "3D Visualization of Truecolor Image Histograms",
  pages =        "320--328",
  booktitle =      "Proceedings of {\em Compugraphics'97}",
  keywords = "3D tree drawing, 3D data structures, truecolor image histograms",
  year =         "1997",
  month = dec,
  who  = "Havran Vlastimil: REN-0015",
}

@InProceedings{EVL-1997-127,
  author =       "Bruce Walter and G{\"{u}}n Alppay and Eric P. F.
                 Lafortune and Sebastian Fernandez and Donald P.
                 Greenberg",
  editor =       "Turner Whitted",
  title =        "Fitting Virtual Lights For Non-Diffuse Walkthroughs",
  booktitle =    "SIGGRAPH 97 Conference Proceedings",
  series =       "Annual Conference Series",
  pages =        "45--48",
  publisher =    "Addison Wesley",
  month =        Aug,
  year =         "1997",
  keywords =     "interactive walkthroughs, non-diffuse appearance,
                 global illumination, Phong shading",
  language =     "en",
  abstract =     "This paper describes a technique for using a simple
                 shading method, such as the Phong lighting model, to
                 approximate the appearance calculated by a more
                 accurate method. The results are then suitable for
                 rapid display using existing graphics hardware and
                 portable via standard graphics API's. Interactive
                 walkthroughs of view-independent nondiffuse global
                 illumination solutions are explored as the motivating
                 application.",
  note =         "ISBN 0-89791-896-7",
  evlib-url =    "http://visinfo.zib.de:80/Dienst/UI/2.0/Describe/evl.computergraphics%2FEVL-1997-127",
  evlib-revision = "1st",
  organization = "ACM SIGGRAPH",
 who  = "Havran Vlastimil: REN-0016",
}

@Article{Verbeck:1984:CLD,
  author =       "Channing P. Verbeck and Donald P. Greenberg",
  title =        "A Comprehensive Light-Source Description for Computer
                 Graphics",
  journal =      "IEEE Computer Graphics and Applications",
  volume =       "4",
  number =       "7",
  pages =        "66--75",
  month =        Jul,
  year =         "1984",
  coden =        "ICGADZ",
  ISSN =         "0272-1716",
  bibdate =      "Sat Jan 25 06:42:48 MST 1997",
  acknowledgement = ack-nhfb,
  classification = "723; 741",
  journalabr =   "IEEE Comput Graphics Appl",
  keywords =     "computer generated images; computer graphics ---
                 Imaging Techniques; light sources; light, I34 Ray
                 Tracing, I37 Light-Source Description; ray-tracing
                 system",
 who  = "Havran Vlastimil: REN-0017",
}

@InProceedings{Lafortune95-FTRVM,
  author =       "Eric P. Lafortune and Yves D. Willems",
  editor =       "P. M. Hanrahan and W. Purgathofer",
  year =         "1995",
  title =        "A 5{D} {Tree} to {Reduce} the {Variance} of {Monte}
                 {Carlo} {Ray} {Tracing}",
  booktitle =    "Rendering Techniques '95 (Proceedings of the Sixth
                 Eurographics Workshop on Rendering)",
  pages =        "11--20",
  publisher =    "Springer-Verlag",
  address =      "New York, NY",
  keywords =     "Monte Carlo, ray tracing, illumination caching",
  comments =     "ISBN 3-211-82733-1",
  who  = "Havran Vlastimil: REN-0018",
}

@InProceedings{Tobler:1997:HSA,
  author =       "Robert F. Tobler and Alexander Wilkie and Martin Feda
                 and Werner Purgathofer",
  title =        "A Hierarchical Subdivision Algorithm for Stochastic
                 Radiosity Methods",
  booktitle =    "Eurographics Rendering Workshop 1997",
  editor =       "Julie Dorsey and Philipp Slusallek",
  year =         "1997",
  organization = "Eurographics",
  publisher =    "Springer Wein",
  address =      "New York City, NY",
  month =        jun,
  pages =        "193--204",
  note =         "ISBN 3-211-83001-4",
  keywords =     "radiosity, stochastic, Monte Carlo, hierarchical,
                 Galerkin",
  annote =       "The algorithm proposed in this paper uses a stochastic
                 approach to incrementally calculate the illumination
                 function over a surface. By tracking the illumination
                 function at different levels of meshing resolution, it
                 is possible to get a measure for the quality of the
                 current representation, and to adoptively subdivide in
                 places with inadequate accuracy. With this technique a
                 hierarchical mesh that is based on the stochastic
                 evaluation of global illumination is generated.",
  who  = "Havran Vlastimil: REN-0019",
}

@TechReport{EVL-1995-04,
  author =       "E. Gr{\"o}ller and W. Purgathofer",
  title =        "Coherence in Computer Graphics",
  type =         "Research paper",
  institution =  "Institute for Computer Graphics, Technical University
                 Vienna",
  year =         "1995",
  abstract =     "Coherence denotes similarities between items or
                 entities. It describes the extent to which these items
                 or entities are locally constant. An introduction to
                 coherence and a survey of various types of coherence,
                 that are used in computer graphics, are given.
                 Techniques and data structures for exploiting coherence
                 in computer graphics are described. Incremental
                 techniques, bounding volume schemes, subdivision
                 techniques and several geometric data structures are
                 discussed in more detail. Applications of coherence
                 principles to computer graphics are treated and a
                 survey of previous research is done.",
  postscript-url = "ftp://ftp.cg.tuwien.ac.at/pub/TR/95/TR-186-2-95-04Paper.ps.gz",
  evlib-url =    "http://infovis.zib.de:8000/Dienst/UI/2.0/Describe/evl.computergraphics%2FEVL-1995-11",
  evlib-revision = "1st",
  who  = "Havran Vlastimil: REN-0020",
}


@InProceedings{Veach94-BELT,
  author =       "Eric Veach and Leonidas Guibas",
  month =        jun,
  year =         "1994",
  title =        "Bidirectional {Estimators} for {Light} {Transport}",
  booktitle =    "Fifth Eurographics Workshop on Rendering",
  pages =        "147--162",
  address =      "Darmstadt, Germany",
  keywords =     "Monte Carlo, sampling noise, variance reduction, light
                 transport, importance transport",
  who  = "Havran Vlastimil: REN-0021",
}

@TechReport{EVL-1997-19,
  author =       "Dieter Schmalstieg",
  title =        "A Survey of Advanced Interactive 3-{D} Graphics
                 Techniques",
  type =         "Research paper",
  institution =  "Institute of Computer Graphics, Vienna University of
                 Technology",
  year =         "1997",
  abstract =     "Interactive 3-D Graphics are a new emerging field
                 enabled by powerful and cost-effective computer
                 systems. The goal is to present a three-dimensional
                 image of a scene stored in a computer to give a human
                 user the impression that he or she is looking at a
                 virtual world. In producing such an illusion, we would
                 like to always be able to produce images that match or
                 exceed the limits of human visual perception in all
                 aspects. Unfortunately, limitations in the performance
                 of the image generators we employ for this task defeat
                 this goal. The ever-increasing demands of applications
                 make it unlikely that this situation will ever change
                 significantly. Working solutions require us to trade
                 off image fidelity for graphical complexity and
                 performance of the application. In doing so, it is
                 vital to understand those human factors that dominate
                 the perception of interactive 3-D computer graphics.",
  postscript-url = "ftp://ftp.cg.tuwien.ac.at/pub/TR/97/TR-186-2-97-05Paper.ps.gz",
  evlib-url =    "http://infovis.zib.de:8000/Dienst/UI/2.0/Describe/evl.computergraphics%2FEVL-1997-19",
  evlib-revision = "1st",
  evlib-postscript-md5 = "7f854b51437fbc452dd968e6dfc5d18b",
  who  = "Havran Vlastimil: REN-0022",
}

@Article{Woo:1990:SSA,
  author =       "Andrew Woo and Pierre Poulin and Alain Fournier",
  title =        "A Survey of Shadow Algorithms",
  journal =      "IEEE Computer Graphics and Applications",
  volume =       "10",
  number =       "6",
  pages =        "13--32",
  month =        nov,
  year =         "1990",
  coden =        "ICGADZ",
  ISSN =         "0272-1716",
  bibdate =      "Sat Jan 25 06:42:48 MST 1997",
  acknowledgement = ack-nhfb,
  affiliation =  "Alias Research, Toronto, Ont, Canada",
  annote =       "Essential to realistic and visually appealing images,
                 shadows are difficult to compute in most display
                 environments. This survey characterizes the various
                 types of shadows. It also describes most existing
                 shadow algorithms and discusses their complexities,
                 advantages, and shortcomings. We examine hard shadows,
                 soft shadows, shadows of transparent objects, and
                 shadows for complex modeling primitives. For each type,
                 we examine shadow algorithms within various rendering
                 techniques. \\ This survey attempts to provide readers
                 with enough background and insight on the various
                 methods to allow them to choose the algorithm best
                 suited to their needs. We also hope that our analysis
                 will help identify the areas that need more research
                 and point to possible solutions.",
  classification = "723; 741",
  journalabr =   "IEEE Comput Graphics Appl",
  keywords =     "Bidirectional Ray Tracing; Computer Graphics; Hard
                 Shadow Generation; Image Processing; Image Rendering;
                 Shadow Algorithms; Shadow Volumes; Soft Shadow
                 Generation; survey",
  who  = "Havran Vlastimil: REN-0023",
}

@InProceedings{Greenberg:1997:FRI,
  author =       "Donald P. Greenberg and Kenneth E. Torrance and Peter
                 Shirley and James Arvo and James A. Ferwerda and
                 Sumanta Pattanaik and Eric P. F. Lafortune and Bruce
                 Walter and Sing-Choong Foo and Ben Trumbore",
  title =        "A Framework for Realistic Image Synthesis",
  booktitle =    "SIGGRAPH 97 Conference Proceedings",
  editor =       "Turner Whitted",
  series =       "Annual Conference Series",
  year =         "1997",
  organization = "ACM SIGGRAPH",
  publisher =    "Addison Wesley",
  month =        Aug,
  pages =        "477--494",
  note =         "ISBN 0-89791-896-7",
  keywords =     "Realistic Image Synthesis, Light Reflection,
                 Perception",
  annote =       "Our goal is to develop physically based lighting
                 models and perceptually based rendering procedures for
                 computer graphics that will produce synthetic images
                 that are visually and measurably indistinguishable from
                 real-world images. Fidelity of the physical simulation
                 is of primary concern. Our research framework is
                 subdivided into three sub-sections: the local light
                 reflection model, the energy transport simulation, and
                 the visual display algorithms. The first two
                 subsections are physically based, and the last is
                 perceptually based. We emphasize the comparisons
                 between simulations and actual measurements, the
                 difficulties encountered, and the need to utilize the
                 vast amount of psychophysical research already
                 conducted. Future research directions are enumerated.
                 We hope that results of this research will help
                 establish a more fundamental, scientific approach for
                 future rendering algorithms. This presentation
                 describes a chronology of past research in global
                 illumination and how parts of our new system are
                 currently being developed.",
  who  = "Havran Vlastimil: REN-0024",
}


@InProceedings{Stewart:1997:HVT,
  author =       "A. James Stewart",
  title =        "Hierarchical Visibility in Terrains",
  booktitle =    "Eurographics Rendering Workshop 1997",
  editor =       "Julie Dorsey and Philipp Slusallek",
  year =         "1997",
  organization = "Eurographics",
  publisher =    "Springer Wein",
  address =      "New York City, NY",
  month =        jun,
  pages =        "217--228",
  note =         "ISBN 3-211-83001-4",
  annote =       "This paper describes a hierarchical visibility
                 technique that significantly accelerates terrain
                 rendering. With this technique, large parts of the
                 terrain that are hidden from the viewpoint are culled,
                 thus avoiding the expense of uselessly sending them
                 down the graphics pipeline (only to find in the
                 z-buffer step that they are hidden). The hierarchical
                 visibility technique has been implemented in a
                 multiresolution terrain rendering algorithm and
                 experimental results show very large speedups in some
                 situations.",
  who  = "Havran Vlastimil: REN-0025",
}

@Article{Sillion:1997:EIM,
  author =       "Francois Sillion and George Drettakis and Benoit
                 Bodelet",
  title =        "Efficient Impostor Manipulation for Real-Time
                 Visualization of Urban Scenery",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "16",
  number =       "3",
  pages =        "C207--C218",
  month =        sep # " 4--8",
  year =         "1997",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Tue Mar 17 15:44:38 MST 1998",
  acknowledgement = ack-nhfb,
  affiliation =  "INRIA",
  affiliationaddress = "Grenoble, Fr",
  classification = "722.4; 723; 723.2; 723.3; 723.5",
  journalabr =   "Comput Graphics Forum",
  keywords =     "Algorithms; Computer simulation; Database systems;
                 Image segmentation; Interactive computer systems;
                 Interactive visualization systems; Real time systems;
                 Three dimensional computer graphics; Urban scenes;
                 Virtual reality; Visualization",
  who  = "Havran Vlastimil: REN-0026",
}

@InProceedings{Schaufler:1997:NRP,
  author =       "Gernot Schaufler",
  title =        "Nailboards: {A} Rendering Primitive for Image Caching
                 in Dynamic Scenes",
  booktitle =    "Eurographics Rendering Workshop 1997",
  editor =       "Julie Dorsey and Philipp Slusallek",
  year =         "1997",
  organization = "Eurographics",
  publisher =    "Springer Wein",
  address =      "New York City, NY",
  month =        jun,
  pages =        "151--162",
  note =         "ISBN 3-211-83001-4",
  annote =       "This paper proposes a simple augmentation to texture
                 mapping hardware which produces the correct depth
                 buffer content and hence correct visibility when
                 replacing complex objects by partially transparent
                 textured polygons. Rendering such polygons exploits
                 frame-to-frame coherence in image sequences of dynamic
                 scenes. Correct depth values are obtained by keeping a
                 small depth delta for every texel which represents the
                 texel's deviation from the textured polygon. The
                 polygon's depth values are modified at every pixel to
                 match the depicted object's geometry.",
  who  = "Havran Vlastimil: REN-0027",
}

@InProceedings{Bishop:1994:FRD,
  author =       "Gary Bishop and Henry Fuchs and Leonard Mc{M}illan and
                 Ellen J. {Scher Zagier}",
  editor =       "Andrew Glassner",
  booktitle =    "Proceedings of SIGGRAPH '94 (Orlando, Florida, July
                 24--29, 1994)",
  title =        "Frameless Rendering: Double Buffering Considered
                 Harmful",
  organization = "ACM SIGGRAPH",
  publisher =    "ACM Press",
  pages =        "175--176",
  month =        Jul,
  year =         "1994",
  note =         "ISBN 0-89791-667-0",
  series =       "Computer Graphics Proceedings, Annual Conference
                 Series",
  who  = "Havran Vlastimil: REN-0028",
}

@InProceedings{kajiya86a,
  author =       "J. T. Kajiya",
  title =        "The Rendering Equation",
  pages =        "143--150",
  booktitle =      "Computer Graphics (SIGGRAPH '86 Proceedings)",
  volume =       "20",
  number =       "4",
  year =         "1986",
  month =        Aug,
  editor =       "David C. Evans and Rusell J. Athay",
  conference =   "held in Dallas, Texas, August 18--22, 1986",
  keywords =     "I37 rendering, I37 ray tracing, I37 radiosity,
                 shading, diffuse reflection, radiosity",
  annote =       "We present an integral equation which generalizes a
                 variety of known rendering algorithms. In the course of
                 discussing a Monte Carlo solution a new form of
                 variance reduction is presented, called hierarchical
                 sampling, and a number of elaborations are given that
                 show that it may be an efficient new technique for a
                 wide variety of Monte Carlo procedures. The resulting
                 rendering algorithm extends the range of optical
                 phenomena which can be effectively simulated.",
  who  = "Havran Vlastimil: REN-0029",
}

@inproceedings{CDRLSS-gi96,
  title     = "Fast rendering of complex environments using a spatial hierarchy",
  author    = "Bradford Chamberlain and Tony DeRose and Dani Lischinski and
               David Salesin and John Snyder",
  booktitle = "Graphics Interface",
  year      = "1996",
  month     = "May",
  pages     = "132--141",
  who  = "Havran Vlastimil: REN-0030",
}

@InProceedings{sillion89a,
  author =       "Francois Sillion and Claude Puech",
  title =        "A General Two-Pass Method Integrating Specular and
                 Diffuse Reflection",
  pages =        "335--344",
  booktitle =      "Computer Graphics (SIGGRAPH '89 Proceedings)",
  volume =       "23",
  number =       "3",
  year =         "1989",
  month =        Jul,
  editor =       "Jeffrey Lane",
  conference =   "held in Boston, Massachusetts; 31 July -- 4 August
                 1989",
  keywords =     "radiosity, interreflection, two-pass method, extended
                 form factors, z-buffer, progressive refinement, global
                 illumination, ray tracing",
  annote =       "We analyze some recent approaches to the global
                 illumination problem by introducing the corresponding
                 {\em reflection operators}, and we demonstrate the
                 advantages of a two-pass method. A generalization of
                 this system introduced by Wallace {\em et al}.\ at
                 Siggraph '87 to integrate diffuse as well as specular
                 reflection is presented. It is based on the calculation
                 of {\em extended form-factors}, which allows arbitrary
                 geometries to be used in the scene description, as well
                 as refraction effects. We also present a new sampling
                 method for the calculation of form-factors, which is an
                 alternative to the {\em hemi-cube} technique introduced
                 by Cohen and Greenberg for radiosity calculations. This
                 method is particularly well suited to the extended
                 form-factors calculation. The problem of interactive
                 display of the picture being created is also addressed
                 by using hardware-assisted projections and image
                 composition to recreate a complete specular view of the
                 scene.",
  who  = "Havran Vlastimil: REN-0031",
}

@Article{Gibson:1996:EHR,
  author =       "S. Gibson and R. J. Hubbold",
  title =        "Efficient Hierarchical Refinement and Clustering for
                 Radiosity in Complex Environments",
  journal =      "Computer Graphics Forum",
  year =         "1996",
  volume =       "15",
  number =       "5",
  pages =        "297--310",
  note =         "ISSN 0167-7055",
  keywords =     "radiosity, hierarchical radiosity, error bounds,
                 clustering",
  annote =       "Generating accurate radiosity solutions of very
                 complex environments is a time-consuming problem. We
                 present a rapid hierarchical algorithm that enables
                 such solutions to be computed quickly and efficiently.
                 Firstly, a new technique for bouncing the error in the
                 transfer of radiosity between surfaces is discussed,
                 incorporating bounds on form factors, visibility,
                 irradiance, and reflectance over textured surfaces.
                 This technique is then applied to the problem of
                 bounding radiosity transfer between clusters of
                 surfaces, leading to a fast, practical clustering
                 algorithm that builds on the previous work of Sillion.
                 Volumes are used to represent clusters of small
                 surfaces, but unlike previous algorithms, the
                 orientations of surfaces inside each cluster are
                 accounted for in both the error bound and radiosity
                 transfer. This enables an accurate solution to be
                 generated very efficiently, and results are presented
                 demonstrating the performance of the algorithm on a
                 variety of complex models, one containing almost a
                 quarter of a million initial surfaces.",
  who  = "Havran Vlastimil: REN-0032",
}

@InProceedings{Smits:1994:CAR,
  author =       "Brian Smits and James Arvo and Donald Greenberg",
  editor =       "Andrew Glassner",
  booktitle =    "Proceedings of SIGGRAPH '94 (Orlando, Florida, July
                 24--29, 1994)",
  title =        "A Clustering Algorithm for Radiosity in Complex
                 Environments",
  organization = "ACM SIGGRAPH",
  publisher =    "ACM Press",
  pages =        "435--442",
  month =        Jul,
  year =         "1994",
  note =         "ISBN 0-89791-667-0",
  series =       "Computer Graphics Proceedings, Annual Conference
                 Series",
  who  = "Havran Vlastimil: REN-0033",
}

@InProceedings{Jensen95-EFSPM,
  author =       "Henrik Wann Jensen and Niels J. Christensen",
  editor =       "Harold P. Santo",
  month =        dec # " 12,",
  year =         "1995",
  title =        "Efficiently {Rendering} {Shadows} {Using} the {Photon}
                 {Map}",
  booktitle =    "Edugraphics + Compugraphics Proceedings",
  pages =        "285--291",
  publisher =    "GRASP- Graphic Science Promotions \& Publications",
  address =      "P.O. Box 4076, Massama, 2745 Queluz, Portugal",
  comments =     "ISBN 972-8342-00-4",
  who  = "Havran Vlastimil: REN-0034",
}

@InProceedings{Huerta97,
  author =       "Joaquin Huerta and  Miguel Chover and Jose Ribelles
                  and Ricardo Quiros",
  editor =       "Harold P. Santo",
  month =        dec # " 15,",
  year =         "1997",
  title =        "Constructing and Rendering of Multiresolution Binary Space
                  Partitioning Trees",
  booktitle =    "Edugraphics + Compugraphics Proceedings",
  pages =        "212--221",
  publisher =    "GRASP- Graphic Science Promotions \& Publications",
  address =      "P.O. Box 4076, Massama, 2745 Queluz, Portugal",
  who  = "Havran Vlastimil: REN-0035",
}

@InProceedings{Teller:1994:POL,
  author =       "Seth Teller and Celeste Fowler and Thomas Funkhouser
                 and Pat Hanrahan",
  editor =       "Andrew Glassner",
  booktitle =    "Proceedings of SIGGRAPH '94 (Orlando, Florida, July
                 24--29, 1994)",
  title =        "Partitioning and Ordering Large Radiosity
                 Computations",
  organization = "ACM SIGGRAPH",
  publisher =    "ACM Press",
  pages =        "443--450",
  month =        Jul,
  year =         "1994",
  note =         "ISBN 0-89791-667-0",
  series =       "Computer Graphics Proceedings, Annual Conference
                 Series",
  who  = "Havran Vlastimil: REN-0036",
}

@InProceedings{EVL-1997-128,
  author =       "Eric Veach and Leonidas J. Guibas",
  editor =       "Turner Whitted",
  title =        "Metropolis Light Transport",
  booktitle =    "SIGGRAPH 97 Conference Proceedings",
  series =       "Annual Conference Series",
  pages =        "65--76",
  publisher =    "Addison Wesley",
  month =        Aug,
  year =         "1997",
  keywords =     "global illumination, lighting simulation, radiative
                 heat transfer, physically-based rendering, Monte Carlo
                 integration, variance reduction, Metropolis-Hastings
                 algorithm, Markov Chain Monte Carlo (MCMC) methods",
  language =     "en",
  abstract =     "We present a new Monte Carlo method for solving the
                 light transport problem, inspired by the Metropolis
                 sampling method in computational physics. To render an
                 image, we generate a sequence of light transport paths
                 by randomly mutating a single current path (e.g. adding
                 a new vertex to the path). Each mutation is accepted or
                 rejected with a carefully chosen probability, to ensure
                 that paths are sampled according to the contribution
                 they make to the ideal image. We then estimate this
                 image by sampling many paths, and recording their
                 locations on the image plane. Our algorithm is
                 unbiased, handles general geometric and scattering
                 models, uses little storage, and can be orders of
                 magnitude more efficient than previous unbiased
                 approaches. It performs especially well on problems
                 that are usually considered difficult, e.g. those
                 involving bright indirect light, small geometric holes,
                 or glossy surfaces. Furthermore, it is competitive with
                 previous unbiased algorithms even for relatively simple
                 scenes. The key advantage of the Metropolis approach is
                 that the path space is explored locally, by favoring
                 mutations that make small changes to the current path.
                 This has several consequences. First, the average cost
                 per sample is small (typically only one or two rays).
                 Second, once an important path is found, the nearby
                 paths are explored as well, thus amortizing the expense
                 of finding such paths over many samples. Third, the
                 mutation set is easily extended. By constructing
                 mutations that preserve certain properties of the path
                 (e.g. which light source is used) while changing
                 others, we can exploit various kinds of coherence in
                 the scene. It is often possible to handle difficult
                 lighting problems efficiently by designing a
                 specialized mutation in this way.",
  note =         "ISBN 0-89791-896-7",
  evlib-url =    "http://visinfo.zib.de:80/Dienst/UI/2.0/Describe/evl.computergraphics%2FEVL-1997-128",
  evlib-revision = "1st",
  organization = "ACM SIGGRAPH",
  who  = "Havran Vlastimil: REN-0037",
}

@InProceedings{Jensen:1996:GIU,
  author =       "Henrik Wann Jensen",
  title =        "Global Illumination using Photon Maps",
  booktitle =    "Eurographics Rendering Workshop 1996",
  editor =       "Xavier Pueyo and Peter Schr{\"{o}}der",
  year =         "1996",
  organization = "Eurographics",
  publisher =    "Springer Wein",
  address =      "New York City, NY",
  month =        jun,
  pages =        "21--30",
  note =         "ISBN 3-211-82883-4",
  keywords =     "Global Illumination, Photon Maps, Filtering, Monte
                 Carlo Ray Tracing",
  annote =       "This paper presents a two pass global illumination
                 method based on the concept of photon maps. It
                 represents a significant improvement of a previously
                 described approach both with respect to speed, accuracy
                 and versatility. In the first pass two photon maps are
                 created by emitting packets of energy (photons) from
                 the light sources and storing these as they hit
                 surfaces within the scene. We use one high resolution
                 caustics photon map to render caustics that are
                 visualized directly and one low resolution photon map
                 that is used during the rendering step. The scene is
                 rendered using a distribution ray tracing algorithm
                 optimized by using the information in the photon maps.
                 Shadow photons are used to render shadows more
                 efficiently and the directional information in the
                 photon map is used to generate more optimal sampling
                 directions and to limit the recursion in the
                 distribution ray tracer by providing an estimate of the
                 radiance on all surfaces with the exception of specular
                 and highly glossy surfaces. Noise and blur at
                 discontinuities in the radiance estimate is reduced by
                 using a cone filter. The results presented demonstrate
                 global illumination in scenes containing procedural
                 objects and surfaces with diffuse and glossy reflection
                 models. The implementation is also compared with the
                 Radiance program.",
  who  = "Havran Vlastimil: REN-0038",
}

@InProceedings{Jansen94a,
   author = "E. Reinhard and Lucas U. Tijssen and Frederik W. Jansen",
   title = "Environment Mapping for Efficient Sampling of the Diffuse Interreflection",
   year = 1994,
   booktitle =  "Proc. of 5th Eurographics Workshop on Rendering 1994",
   pages = "401--404",
   who = "Havran Vlastimil: REN-0039",
}

@inproceedings{McCoolHarwood-gi97,
  title     = "Probability trees",
  author    = "Michael D. McCool and Peter K. Harwood",
  booktitle = "Graphics Interface '97",
  year      = "1997",
  month     = "May",
  pages     = "37--46",
  who  = "Havran Vlastimil: REN-0040",
}

@inproceedings{MFC-gi97,
  title     = "Multiresolution rendering of complex botanical scenes",
  author    = "Dana Marshall and Donald S. Fussell and A.T. Campbell,~III",
  booktitle = "Graphics Interface '97",
  year      = "1997",
  month     = "May",
  pages     = "97--104",
  who  = "Havran Vlastimil: REN-0041",
}

@Misc{Fortune,
  author = "Steven Fortune",
  title = "A Beam-Tracing Algorithm for Prediction of Indoor Radio Propagation",
  year = "19??",
  month = "??",
  pages = "10",
  who  = "Havran Vlastimil: REN-0042",
}

@PhdThesis{Arvo95-AMSLT,
  author =       "James Arvo",
  month =        dec,
  year =         "1995",
  title =        "Analytic {Methods} for {Simulated} {Light}
                 {Transport}",
  institution =  "Yale University",
  type =         "Ph.{D}. thesis",
  who  = "Havran Vlastimil: REN-0043",
}


@Article{Wilhelms:1991:CPA,
  author =       "Jane Wilhelms and Allen Van Gelder",
  editor =       "Thomas W. Sederberg",
  title =        "A coherent projection approach for direct volume
                 rendering",
  journal =      "Computer Graphics",
  volume =       "25",
  number =       "4",
  pages =        "275--284",
  month =        Jul,
  year =         "1991",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  conference =   "held in Las Vegas, Nevada; 28 July -- 2 August 1991",
  who  = "Havran Vlastimil: REN-0044",
}

@Article{Levoy:1990:VRA,
  author =       "Marc Levoy",
  title =        "Volume Rendering by Adaptive Refinement",
  journal =      "The Visual Computer",
  pages =        "2--7",
  volume =       "6",
  number =       "1",
  month =        feb,
  year =         "1990",
  keywords =     "volume rendering, voxel, adaptive refinement, adaptive
                 sampling, ray tracing",
  annote =       "{\em Volume rendering} is a technique for visualizing
                 sampled scalar functions of three spatial dimensions by
                 computing 2D projections of a colored semi-transparent
                 gel. This paper presents a volume-rendering algorithm,
                 in which imge quality is adaptively refined over time.
                 An initial image is generated by casting a small number
                 of rays into the data, less than one ray per pixel, and
                 interpolating between the resulting colors. Subsequent
                 images are generated by alternately casting more rays
                 and interpolating. The usefulness of these rays is
                 maximized by distributing them according to measures of
                 loal image complexity. Examples from two applications
                 are given: molecular graphics and medical imaging.",
  who  = "Havran Vlastimil: REN-0045",
}

@Article{Hsu:1995:SDA,
  author =       "Siu-Chi Hsu and Tien-Tsin Wong",
  title =        "Simulating Dust Accumulation",
  journal =      "IEEE Computer Graphics and Applications",
  volume =       "15",
  number =       "1",
  pages =        "18--22",
  month =        jan,
  year =         "1995",
  coden =        "ICGADZ",
  ISSN =         "0272-1716",
  bibdate =      "Sat Jan 25 06:42:48 MST 1997",
  acknowledgement = ack-nhfb,
  affiliation =  "Chinese Univ. of Hong Kong, Shatin, Hong Kong",
  classification = "451.1; 723.5; 921.6; 931.2",
  journalabr =   "IEEE Comput Graphics Appl",
  keywords =     "Approximation theory; Computer graphics; Computer
                 simulation; Dust; Dust accumulation; Image analysis;
                 Interpolation; Mathematical models; Natural sciences
                 computing; Ray tracing; Rendering; Scraping effects;
                 Surface exposure; Surface properties; Surfaces;
                 Textures",
  who  = "Havran Vlastimil: REN-0046",
}


@Article{Rushmeier:1995:VRP,
  author =       "Holly Rushmeier and Anthony Hamins and Mun Young
                 Choi",
  title =        "Volume rendering of pool fire data",
  journal =      "IEEE Computer Graphics and Applications",
  volume =       "15",
  number =       "4",
  pages =        "62--67",
  month =        Jul,
  year =         "1995",
  coden =        "ICGADZ",
  ISSN =         "0272-1716",
  bibdate =      "Sat Jan 25 06:42:48 MST 1997",
  acknowledgement = ack-nhfb,
  affiliation =  "Natl Inst of Standards and Technology",
  affiliationaddress = "Gaithersburg, MD, USA",
  classification = "723.5; 914.2; 921.2; 921.6",
  journalabr =   "IEEE Comput Graphics Appl",
  keywords =     "Calculations; Computer graphics; Fires; Imaging
                 techniques; Integration; Line integration; Mathematical
                 models; Pool fires; Radiation effects; Ray casting; Two
                 dimensional; Visualization; Volume rendering",
  who  = "Havran Vlastimil: REN-0047", 
}


@Article{Woo:1996:IRR,
  author =       "Andrew Woo and Andrew Pearce and Marc Ouellette",
  title =        "It's really not a rendering bug, you see.",
  journal =      "IEEE Computer Graphics and Applications",
  volume =       "16",
  number =       "5",
  pages =        "21--25",
  month =        sep,
  year =         "1996",
  coden =        "ICGADZ",
  ISSN =         "0272-1716",
  bibdate =      "Sat Jan 25 06:42:48 MST 1997",
  acknowledgement = ack-nhfb,
  affiliation =  "Alias-Wavefront, Toronto, Ont., Canada",
  classification = "721.1; 723.1; 723.5; 741.1; 921.4; 921.6",
  journalabr =   "IEEE Comput Graphics Appl",
  keywords =     "Algorithms; Approximation theory; Color computer
                 graphics; Computational geometry; Computational
                 methods; Computer graphics; Convergence of numerical
                 methods; Digital arithmetic; Errors; Gouraud shading;
                 Image artifacts; Interpolation; Light reflection;
                 Lighting; Liner interpolation; Mirror reflection;
                 Mirrors; Numerical instability; Phong shading; Planar
                 equation; Polygons; Program debugging; Ray plane
                 intersection equation; Ray tracing; Rendering
                 artifacts; Shadowing; Texture mapping; Three
                 dimensional computer graphics; Visibility",
  who  = "Havran Vlastimil: REN-0048",
}

@InProceedings{Nechvile:1996:FFE,
  author =       "K. Nechvile and J. Sochor",
  title =        "Form-factor Evaluation with Regional {BSP} Trees",
  booktitle =    "Winter School of Computer Graphics 1996", 
  year =         "1996",
  month =        feb,
  note =         "held at University of West Bohemia, Plzen, Czech
                 Republic, 12-16 February 1996",
  who  = "Havran Vlastimil: REN-0049",
}

@InProceedings{Campbell:1990:AMG,
  author =       "A. T. {Campbell, III} and Donald S. Fussell",
  title =        "Adaptive Mesh Generation for Global Diffuse
                 Illumination",
  year =         "1990",
  month =        Aug,
  editor =       "Forest Baskett",
  volume =       "24",
  booktitle =    "Computer Graphics (SIGGRAPH '90 Proceedings)",
  pages =        "155--164",
  keywords =     "BSP tree",
  who  = "Havran Vlastimil: REN-0050",
}

@Article{Noordmans:1997:FVR,
  author =       "H. J. Noordmans and A. W. M. Smeulders and H. T. M.
                 {van der Voort}",
  title =        "Fast volume render techniques for interactive
                 analysis",
  journal =      "The Visual Computer",
  year =         "1997",
  volume =       "13",
  number =       "8",
  pages =        "345--358",
  publisher =    "Springer-Verlag",
  note =         "ISSN 0178-2789",
  keywords =     "volume rendering, interaction, successive adaptive
                 refinement, confocal microscopy",
  annote =       "Without graphics hardware, interactive volume
                 rendering is almost impossible with the current
                 generation of computers and software. We describe the
                 implementation of a volume renderer for interactive
                 analysis of confocal images. We propose several
                 techniques to accelerate the rendering of grey-value
                 volumes. We propose to illuminate the volume
                 selectively with ray templates to get a proper shadow
                 cue in the shortest feasible time. In the viewing
                 phase, rendering is distinctively accelerated for four
                 user interactions: (1) a total change by successive
                 adaptive refinement, (2) an unknown change in the view
                 with this refinement strategy combined with suspended
                 interpolation, (3) a known change in the view by
                 recalculating only that part and (4) a view translation
                 by recalculating the uncovered part.",
  who  = "Havran Vlastimil: REN-0051",
}

@Article{lischinski92a,
      author =       "Dani Lischinski and Filippo Tampieri and Donald P.
                     Greenberg",
      title =        "Discontinuity meshing for accurate radiosity",
      journal =      "IEEE Computer Graphics and Applications",
      pages =        "25--39",
      volume =       "12",
      number =       "6",
      month =        nov,
      year =         "1992",
      keywords =     "shadow, illumination, bsp, adaptive subdivision",
      annote =       "This object-space algorithm accurately produces the
                     radiance across a surface. Used in
                     progressive-refinement radiosity system, it greatly
                     improves the photorealism of diffuse global
                     illumination solutions.",
  who  = "Havran Vlastimil: REN-0052",
}


@Article{tvcg-1995-19,
  author =       "Francois X. Sillion",
  email =        "francois.sillion@imag.fr",
  title =        "{A Unified Hierarchical Algorithm for Global
                 Illumination with Scattering Volumes and Object
                 Clusters}",
  journal =      "IEEE Transactions on Visualization and Computer
                 Graphics",
  volume =       "1",
  number =       "3",
  month =        sep,
  year =         "1995",
  pages =        "240--254",
  abstract =     "This paper presents a new radiosity algorithm that
                 allows the simultaneous computation of energy exchanges
                 between surface elements, scattering volume
                 distributions, and groups of surfaces, or object
                 clusters. The new technique is based on a hierarchical
                 formulation of the zonal method, and efficiently
                 integrates volumes and surfaces. In particular no
                 initial linking stage is needed, even for inhomogeneous
                 volumes, thanks to the construction of a global spatial
                 hierarchy. An analogy between object clusters and
                 scattering volumes results in a powerful clustering
                 radiosity algorithm, with no initial linking between
                 surfaces and fast computation of average visibility
                 information through a cluster. We show that the
                 accurate distribution of the energy emitted or received
                 at the cluster level can produce even better results
                 than isotropic clustering at a marginal cost. The
                 resulting algorithm is fast and, more importantly,
                 truly progressive as it allows the quick calculation of
                 approximate solutions with a smooth convergence towards
                 very accurate simulations.",
  keywords =     "Radiosity, hierarchical techniques, clustering,
                 visibility, volume scattering, lighting simulation,
                 realistic image synthesis",
  tvcg-abstract-url = "http://www.computer.org/tvcg/tg1995/v0240abs.htm",
  who  = "Havran Vlastimil: REN-0053",
}

@Article{tvcg-1997-25,
  author =       "Paul Lalonde and Alain Fournier",
  title =        "{A Wavelet Representation of Reflectance Functions}",
  journal =      "IEEE Transactions on Visualization and Computer
                 Graphics",
  volume =       "3",
  number =       "4",
  month =        oct,
  year =         "1997",
  pages =        "329--336",
  abstract =     "Analytical models of light reflection are in common
                 use in computer graphics. However, models based on
                 measured reflectance data promise increased realism by
                 making it possible to simulate many more types of
                 surfaces to a greater level of accuracy than with
                 analytical models. They also require less expert
                 knowledge about the illumination models and their
                 parameters. There are a number of hurdles to using
                 measured reflectance functions, however. The data sets
                 are very large. A reflectance distribution function
                 sampled at five degrees angular resolution, arguably
                 sparse enough to miss highlights and other high
                 frequency effects, can easily require over a million
                 samples, which in turn amount to over four megabytes of
                 data. These data then also require some form of
                 interpolation and filtering to be used effectively. In
                 this paper, we examine issues of representation of
                 measured reflectance distribution functions. In
                 particular, we examine a wavelet basis representation
                 of reflectance functions, and the algorithms required
                 for efficient point-wise reconstruction of the BRDF. We
                 show that the nonstandard wavelet decomposition leads
                 to considerably more efficient algorithms than the
                 standard wavelet decomposition. We also show that
                 thresholding allows considerable improvement in running
                 times, without unduly sacrificing image quality.",
  keywords =     "reflectance models, bidirectional reflectance,
                 distribution functions, local shading, local
                 illumination, wavelets, compression",
  tvcg-abstract-url = "http://www.computer.org/tvcg/tg1997/v0329abs.htm",
  tvcg-pdf-url = "http://pdf.computer.org/tg/books/tg1997/pdf/v0329.pdf",
  who  = "Havran Vlastimil: REN-0054",
}

@InProceedings{Shade:1996:HIC,
  author =       "Jonathan Shade and Dani Lischinski and David Salesin
                 and Tony {DeRose} and John Snyder",
  title =        "Hierarchical Image Caching for Accelerated
                 Walkthroughs of Complex Environments",
  editor =       "Holly Rushmeier",
  series =       "Annual Conference Series",
  pages =        "75--82",
  booktitle =    "SIGGRAPH 96 Conference Proceedings",
  year =         "1996",
  organization = "ACM SIGGRAPH",
  publisher =    "Addison Wesley",
  month =        Aug,
  note =         "held in New Orleans, Louisiana, 04-09 August 1996",
  abstract =     "We present a new method that utilizes path coherence
                 to accelerate walkthroughs of geometrically complex
                 static scenes. As a preprocessing step, our method
                 constructs a BSP-tree that hierarchically partitions
                 the geometric primitives in the scene. In the course of
                 a walkthrough, images of nodes at various levels of the
                 hierarchy are cached for reuse in subsequent frames. A
                 cached image is reused by texture-mapping it onto a
                 single quadrilateral that is drawn instead of the
                 geometry contained in the corresponding node. Visual
                 artifacts are kept under control by using an error
                 metric that quantifies the discrepancy between the
                 appearance of the geometry contained in a node and the
                 cached image. The new method is shown to achieve
                 speedups of an order of magnitude for walkthroughs of a
                 complex outdoor scene, with little or no loss in
                 rendering quality.",
  who  = "Havran Vlastimil: REN-0055",
}

@Article{tvcg-1996-22,
  author =       "Daniel Cohen-Or and Eran Rich and Uri Lerner and
                 Victor Shenkar",
  email =        "daniel@math.tau.ac.il and none and none and none",
  title =        "{A Real-Time Photo-Realistic Visual Flythrough}",
  journal =      "IEEE Transactions on Visualization and Computer
                 Graphics",
  volume =       "2",
  number =       "3",
  month =        sep,
  year =         "1996",
  pages =        "255--264",
  abstract =     "In this paper we present a comprehensive flythrough
                 system which generates photo-realistic images in true
                 real-time. The high performance is due to an innovative
                 rendering algorithm based on a discrete ray casting
                 approach, accelerated by ray coherence and
                 multiresolution traversal. The terrain as well as the
                 3D objects are represented by a textured mapped
                 voxel-based model. The system is based on a pure
                 software algorithm and is thus portable. It was first
                 implemented on a workstation and then ported to a
                 general-purpose parallel architecture to achieve
                 real-time performance.",
  keywords =     "Terrain visualization, parallel rendering, flight
                 simulator, visual simulations, voxel-based modeling,
                 ray casting",
  tvcg-abstract-url = "http://www.computer.org/tvcg/tg1996/v0255abs.htm",
  who  = "Havran Vlastimil: REN-0056",
}

@InProceedings{hanrahan90b,
  author =       "Pat Hanrahan and Jim Lawson",
  title =        "A Language for Shading and Lighting Calculations",
  pages =        "289--298",
  booktitle =      "Computer Graphics (SIGGRAPH '90 Proceedings)",
  volume =       "24",
  number =       "4",
  year =         "1990",
  month =        Aug,
  editor =       "Forest Baskett",
  conference =   "held in Dallas, Texas; 6-10 August 1990",
  keywords =     "shading language, little language, illumination,
                 lighting, rendering",
  who  = "Havran Vlastimil: REN-0057",
}

@InProceedings{Schroder:1993:FFB,
  author =       "Peter Schr{\"{o}}der and Pat Hanrahan",
  booktitle =    "Computer Graphics Proceedings, Annual Conference
                 Series, 1993",
  title =        "On the Form Factor Between Two Polygons",
  pages =        "163--164",
  year =         "1993",
  keywords =     "Radiosity, Engineering, Closed form solution, form
                 factor, polygons",
  annote =       "Form factors are used in radiosity to describe the
                 fraction of diffusely re ected light leaving one
                 surface and arriving at another. They are a fundamental
                 geometric property used for computation. Many special
                 configurations admit closed form solutions. However,
                 the important case of the form factor between two
                 polygons in three space has had no known closed form
                 solution. We give such a solution for the case of
                 general (planar, convex or concave, possibly containing
                 holes) polygons.",
  who  = "Havran Vlastimil: REN-0058", 
}


@Article{Kaufman:1993:VG,
  author =       "Arie Kaufman and Daniel Cohen and Roni Yagel",
  title =        "Volume Graphics",
  journal =      "Computer",
  volume =       "26",
  number =       "7",
  pages =        "51--64",
  month =        Jul,
  year =         "1993",
  coden =        "CPTRB4",
  ISSN =         "0018-9162",
  bibdate =      "Sat Feb 1 16:21:14 MST 1997",
  abstract =     "Just as 2D raster graphics superseded vector graphics,
                 volume graphics has the potential to supersede surface
                 graphics for 3D geometric scene representation,
                 manipulation, and rendering.",
  acknowledgement = ack-nhfb,
  affiliation =  "Dept. of Comput. Sci., State Univ. of New York, Stony
                 Brook, NY, USA",
  classification = "723.2; C4260 (Computational geometry); C6130B
                 (Graphics techniques)",
  journalabr =   "Computer",
  keywords =     "3D scene representation; Block operations;
                 Constructive solid geometry modeling; Discreteness;
                 Geometric objects; Hierarchical representation; Imaging
                 techniques; Interactive computer graphics; Internal
                 structures; Irregular voxel sizes; Memory size;
                 Processing time; Sampled data sets; Simulated data
                 sets; Three dimensional computer graphics; Viewpoint
                 independence; Volume buffer; Volume data sets; Volume
                 graphics; Volume visualization",
  thesaurus =    "Computational geometry; Data visualisation; Solid
                 modelling",
  who  = "Havran Vlastimil: REN-0059",
}

@InProceedings{Novins:1990:EMV,
  author =       "Kevin L. Novins and Francois X. Sillion and Donald P.
                 Greenberg",
  title =        "An Efficient Method for Volume Rendering using
                 Perspective Projection",
  pages =        "95--102",
  booktitle =    "Computer Graphics (San Diego Workshop on Volume
                 Visualization)",
  volume =       "24",
  number =       "5",
  year =         "1990",
  month =        nov,
  conference =   "held in San Diego, California; 10-11 December 1990",
  keywords =     "volume visualization, volume rendering, scientific
                 visualization, ray tracing, perspective projection,
                 depth of field",
  annote =       "Use of the perspective projection adds important
                 perceptual cues for image comprehension. However, it
                 has not been widely used in volume rendering because of
                 the lack of efficient computational algorithms and
                 concern over the nonuniform sampling rate imposed by
                 perspective ray divergence. This paper introduces two
                 new techniques to help make perspective projection more
                 feasible in rendering volume data. First, a method is
                 presented for efficient slice-by-slice processing of
                 volume data, allowing high resolution data sets by
                 eliminating typical memory constraints. Second, an
                 adaptive ``ray splitting'' approach is described which
                 ensures that the entire volume is sampled within
                 user-specified limits. Additionally, we present results
                 using distributed ray tracing to achieve depth of field
                 effects.",
 who  = "Havran Vlastimil: REN-0061",
}

@InProceedings{shirley94cn,
  author = "P. Shirley",
  title = "Hybrid Radiosity/Monte Carlo Methods",
  pages =        "??-??",
  booktitle =    "SIGGRAPH'94 (Advanced Radiosity Course Notes)",
  volume =       "28",
  year =         "1994",
  month =        Jul,
  who  = "Havran Vlastimil: REN-0062",  
}

@InProceedings{Kok:1994:SSD,
      author =       "Arjan J. F. Kok and Frederik Jansen",
      booktitle =    "Photorealistic Rendering in Computer Graphics
     (Proceedings of the Second Eurographics Workshop on
     Rendering)",
      title =        "Source Selection for the Direct Lighting Computation
     in Global Illumination",
      publisher =    "Springer-Verlag",
      address =      "New York",
      pages =        "75--82",
      year =         "1994",
      keywords =     "adaptive subdivision, ray tracing",
      bibsource =    "sig-11-1994",
      who  = "Havran Vlastimil: REN-0063",
}

@InProceedings{Wiley97,
  author= "Wiley C and Campbell A and Szygenda S and Fussel D and Hudson F",
  title = "Multiresolution BSP Trees",
  booktitle = "Graphics Interface 97",
  year  = "1997",
  pages = "??-??",
  note  = "University of Texas",
  who  = "Havran Vlastimil: REN-0064",
}

@InProceedings{shirley94pg,
  author = "P. Shirley",
  title = "Practitioners' Assessment of Light Reflection Models",
  pages =        "??-??",
  booktitle =    "Pacific Graphics'97",
  volume =       "??",
  year =         "1997",
  month =        oct,
  who  = "Havran Vlastimil: REN-0065",  
}

@inproceedings{sbert:cgi:98,
  author = "M. Sbert",
  title = "Random Walk Radiosity with generalized absorption probabilities",
  booktitle = "Proceedings of Computer Graphics International '98 (CGI'98)",
  year = "1998",
  month = jun,
  pages = "658--665",
  address = "Hannover, Germany",
  publisher = "IEEE, NY",
  who = "Havran Vlastimil: REN-0066",
}

@inproceedings{neumann:cgi:98,
  author = "L. Neumann",
  title = "Automatic Exposure in Computer Graphics Based on the Minimum
           Information Loss Principle",
  booktitle = "Proceedings of Computer Graphics International '98 (CGI'98)",
  year = "1998",
  month = jun,
  pages = "666-677",
  address = "Hannover, Germany",
  publisher = "IEEE, NY",
  who = "Havran Vlastimil: REN-0067",
}

@inproceedings{SS98,
        author = "Cyril Soler and Fran\c{c}ois Sillion",
        title = "Fast Calculation of Soft Shadow Textures Using Convolution", 
        booktitle = "Computer Graphics Proceedings, Annual Conference 
                     Series: {\em SIGGRAPH~'98 (Orlando, FL)}",
        pages = "??-??",
        year = 1998,
        organization = "ACM SIGGRAPH, New York",
        month = Jul,
  who = "Havran Vlastimil: REN-0068",
}

@inproceedings{prikryl:eg:1998,
  author = "J. Prikryl and W. Purgathofer",
  title = "State of the Art in Perceptually Driven Radiosity",
  booktitle = "STAR in {\em Eurographics~'98}",
  pages = "??-??",
  organization = "Eurographics Association",
  year =         "1998",
  month =        sep,
  note =         "held in Lisbon, Protugal, 02-04 September 1998",
  who = "Havran Vlastimil: REN-0069",
}

@InProceedings{Garrett:1996:RTI,
  title =        "Real-Time Incremental Visualization of Dynamic
                 Ultrasound Volumes Using Parallel {BSP} Trees",
  author =       "William F. Garrett and Henry Fuchs and Mary C. Whitton
                 and Andrei State",
  booktitle =    "IEEE Visualization '96",
  organization = "IEEE",
  year =         "1996",
  month =        oct,
  note =         "ISBN 0-89791-864-9",
  who = "Havran Vlastimil: REN-0070",
}

@InProceedings{Mueller:1996:FPV,
  title =        "Fast Perspective Volume Rendering with Splatting by
                 Utilizing a Ray-Driven Approach",
  author =       "Klaus Mueller and Roni Yagel",
  booktitle =    "IEEE Visualization '96",
  organization = "IEEE",
  year =         "1996",
  month =        oct,
  note =         "ISBN 0-89791-864-9",
  who = "Havran Vlastimil: REN-0071",
}

@InProceedings{Levoy:1996:LFR,
  author =       "Marc Levoy and Pat Hanrahan",
  title =        "Light Field Rendering",
  editor =       "Holly Rushmeier",
  series =       "Annual Conference Series",
  pages =        "31--42",
  booktitle =    "SIGGRAPH 96 Conference Proceedings",
  year =         "1996",
  organization = "ACM SIGGRAPH",
  publisher =    "Addison Wesley",
  month =        Aug,
  note =         "held in New Orleans, Louisiana, 04-09 August 1996",
  abstract =     "A number of techniques have been proposed for flying
                 through scenes by redisplaying previously rendered or
                 digitized views. Techniques have also been proposed for
                 interpolating between views by warping input images,
                 using depth information or correspondences between
                 multiple images. In this paper, we describe a simple
                 and robust method for generating new views from
                 arbitrary camera positions without depth information or
                 feature matching, simply by combining and resampling
                 the available images. The key to this technique lies in
                 interpreting the input images as 2D slices of a 4D
                 function - the light field. This function completely
                 characterizes the flow of light through unobstructed
                 space in a static scene with fixed illumination. We
                 describe a sampled representation for light fields that
                 allows for both efficient creation and display of
                 inward and outward looking views. We have created light
                 fields from large arrays of both rendered and digitized
                 images. The latter are acquired using a video camera
                 mounted on a computer-controlled gantry. Once a light
                 field has been created, new views may be constructed in
                 real time by extracting slices in appropriate
                 directions. Since the success of the method depends on
                 having a high sample rate, we describe a compression
                 system that is able to compress the light fields we
                 have generated by more than a factor of 100:1 with very
                 little loss of fidelity. We also address the issues of
                 antialiasing during creation, and resampling during
                 slice extraction.",
  who = "Havran Vlastimil: REN-0072",
}

@InProceedings{Wilhelms:1996:HPD,
  title =        "Hierarchical and Parallelizable Direct Volume
                 Rendering for Irregular and Multiple Grids",
  author =       "Jane P. Wilhelms and Allen {Van Gelder} and Paul
                  Tarantino and Jonathan Gibbs",
  booktitle =    "IEEE Visualization '96",
  organization = "IEEE",
  year =         "1996",
  month =        oct,
  note =         "ISBN 0-89791-864-9",
  who = "Havran Vlastimil: REN-0073",
}

@InProceedings{Paquette:1998:HVD,
  author =       "Eric Paquette and Pierre Poulin and George Drettakis",
  title =        "A Light Hierarchy for Fast Rendering of Scenes with 
                  Many Lights",
  editor =       "TBD...",
  pages =        "TBD...",
  booktitle =    "Computer Graphics Forum (EuroGraphics '98 Conference 
                  Proceedings",
  year =         "1998",
  organization = "EuroGraphics",
  month =        sep,
  note =         "held in Lisbon, Protugal, 02-04 September 1998",
  who = "Havran Vlastimil: REN-0074",
}

@Article{tvcg-1997-12,
  author =       "Claudio T. Silva and Joseph S. B. Mitchell",
  email =        "csilva@ams.sunysb.edu and jsbm@ams.sunysb.edu",
  title =        "The Lazy Sweep Ray Casting Algorithm for Rendering
                 Irregular Grids",
  journal =      "IEEE Transaction on Visualization and Computer
                 Graphics",
  volume =       "3",
  number =       "2",
  month =        apr,
  year =         "1997",
  pages =        "142--157",
  abstract =     "Lazy Sweep Ray Casting is a fast algorithm for
                 rendering general irregular grids. It is based on the
                 sweep-plane paradigm, and it is able to accelerate ray
                 casting for rendering irregular grids, including
                 disconnected and nonconvex (even with holes)
                 unstructured irregular grids with a rendering cost that
                 decreases as the ``disconnectedness'' decreases. The
                 algorithm is carefully tailored to exploit spatial
                 coherence even if the image resolution differs
                 substantially from the object space resolution. Lazy
                 Sweep Ray Casting has several desirable properties,
                 including its generality, (depth-sorting) accuracy, low
                 memory consumption, speed, simplicity of
                 implementation, and portability (e.g., no hardware
                 dependencies). We establish the practicality of our
                 method through experimental results based on our
                 implementation, which is shown to be substantially
                 faster (by up to two orders of magnitude) than other
                 algorithms implemented in software. We also provide
                 theoretical results, both lower and upper bounds, on
                 the complexity of ray casting of irregular grids.",
  keywords =     "volumetric data, irregular grids, volume rendering,
                 sweep algorithms, ray tracing, computational geometry,
                 scientific visualization",
  tvcg-abstract-url = "http://www.computer.org/pubs/tvcg/1997/v0142abs.htm",
  who = "Havran Vlastimil: REN-0075",
}

@InProceedings{EVL-1997-33,
  author =       "W. Heidrich and Ph. Slusallek and H.-P. Seidel",
  editor =       "V. Klassen M. Mantei",
  title =        "An Image-Based Model for Realistic Lens Systems in
                 Interactive Computer Graphics",
  booktitle =    "Proceedings of Graphics Interface '97",
  year =         "1997",
  note =         "accepted for publication",
  abstract =     "Many applications, such as realistic rendering,
                 virtual and augmented reality, and virtual studios,
                 require an accurate simulation of real lens and camera
                 systems at interactive rates, including depth of field
                 and geometric aberrations, in particular distortions.
                 Unfortunately, camera models used in Computer Graphics
                 are either too simple to describe these effects or too
                 expensive to simulate for interactive use. In this
                 paper, we introduce an image-based lens model that is
                 powerful enough to simulate sophisticated properties of
                 real lens systems, yet fast enough for interactive
                 graphics. By exploiting coherence, common graphics
                 hardware can be used to yield high frame rates.",
  keywords =     "Lens Systems, Image-Based Rendering, Hardware
                 Acceleration, Interactive Computer Graphics",
  postscript-url = "ftp://faui90.informatik.uni-erlangen.de/pub/Publications/1997/Publ.1997.4.ps.gz",
  evlib-url =    "http://infovis.zib.de:8000/Dienst/UI/2.0/Describe/evl.computergraphics%2FEVL-1997-33",
  evlib-revision = "1st",
  who = "Havran Vlastimil: REN-0076",
}

@InProceedings{schilling91a,
  author =       "Andreas Schilling",
  title =        "A new simple and efficient antialiasing with subpixel
                 masks",
  pages =        "133--141",
  booktitle =      "Computer Graphics (SIGGRAPH '91 Proceedings)",
  volume =       "25",
  number =       "4",
  year =         "1991",
  month =        Jul,
  editor =       "Thomas W. Sederberg",
  conference =   "held in Las Vegas, Nevada; 28 July - 2 August 1991",
  keywords =     "antialiasing, exact area subpixel algorithm",
  who = "Havran Vlastimil: REN-0077",  
}


@InProceedings{Ward:1994:RLS,
  author =       "Gregory J. Ward",
  editor =       "Andrew Glassner",
  booktitle =    "Proceedings of SIGGRAPH '94 (Orlando, Florida, July
                 24--29, 1994)",
  title =        "The {RADIANCE} Lighting Simulation and Rendering
                 System",
  organization = "ACM SIGGRAPH",
  publisher =    "ACM Press",
  pages =        "459--472",
  month =        Jul,
  year =         "1994",
  note =         "ISBN 0-89791-667-0",
  series =       "Computer Graphics Proceedings, Annual Conference
                 Series",
  who = "Havran Vlastimil: REN-0078",
}

@InProceedings{Chui96-LVARC,
  author =       "Ken Chui and Kurt Zimmerman and Peter Shirley",
  year =         "1996",
  title =        "The {Light} {Volume}: {An} {Aid} to {Rendering}
                 {Complex} {Environments}",
  booktitle =    "Rendering Techniques '96 (Proceedings of the Seventh
                 Eurographics Workshop on Rendering)",
  pages =        "1--10",
  publisher =    "Springer-Verlag/Wien",
  address =      "New York, NY",
  comments =     "ISBN 3-211-82883-4",
  who = "Havran Vlastimil: REN-0080",
}

@Article{Shirley:1992:TCM,
  author =       "Peter Shirley",
  title =        "Time complexity of {Monte Carlo} radiosity",
  journal =      "Computers and Graphics",
  volume =       "16",
  number =       "1",
  pages =        "117--120",
  year =         "1992",
  coden =        "COGRD2",
  ISSN =         "0097-8493",
  bibdate =      "Wed Feb 5 07:22:58 MST 1997",
  acknowledgement = ack-nhfb,
  affiliation =  "Indiana Univ",
  affiliationaddress = "Bloomington, IN, USA",
  classification = "723; 922",
  journalabr =   "Comput Graphics (Pergamon)",
  keywords =     "Computer Metatheory--Computational Complexity;
                 Mathematical Statistics; Monte Carlo Methods; Time
                 Complexity",
  who = "Havran Vlastimil: REN-0081",
}



@Article{Nishita85,
  author =       "Tomoyuki Nishita and Eihachiro Nakamae",
  title =        "Continuous Tone Representation of 3-{D} Objects Taking
                 Account of Shadows and Interreflection",
  journal =      "Computer Graphics (SIGGRAPH '85 Proceedings)",
  volume =       "19",
  number =       "3",
  month =        Jul,
  year =         "1985",
  pages =        "23--30",
  keywords =     "shading, penumbra, radiosity",
  who = "Havran Vlastimil: REN-0082",
}


@Article{Christensen:1997:CGG,
  author =       "Per H. Christensen and Dani Lischinski and Eric J.
                 Stollnitz and David H. Salesin",
  title =        "Clustering for Glossy Global Illumination",
  journal =      "ACM Transactions on Graphics",
  year =         "1997",
  volume =       "16",
  number =       "1",
  month =        jan,
  pages =        "3--33",
  note =         "ISSN 0730-0301",
  keywords =     "clustering, error bounds, global illumination, glossy
                 reflectors, hierarchy, importance, radiance,
                 rendering",
  annote =       "We present a new clustering algorithm for global
                 illumination in complex environments. The new algorithm
                 extends previous work on clustering for radiosity to
                 allow for nondiffuse (glossy) reflectors. We represent
                 clusters as points with directional distributions of
                 outgoing and incoming radiance and importance, and we
                 derive an error bound for transfers between these
                 clusters. The algorithm groups input surfaces into a
                 hierarchy of clusters, and then permits clusters to
                 interact only if the error bound is below an acceptable
                 tolerance. We show that the algorithm is asymptotically
                 more efficient than previous clustering algorithms even
                 when restricted to ideally diffuse environments.
                 Finally, we demonstrate the performance of our method
                 on two complex glossy environments.",
    who = "Havran Vlastimil: REN-0083",
}

@InCollection{Zimmerman95twopass,
  author =       "Kurt Zimmerman and Peter Shirley",
  title =        "A Two-Pass Realistic Image Synthesis Method for
                 Complex Scenes",
  booktitle =    "Rendering Techniques '95 (Proceedings of the Sixth
                 Eurographics Workshop on Rendering)",
  publisher =    "Springer-Verlag",
  address =      "NY",
  pages =        "284--295",
  year =         "1995",
  note =         "Also ftp://ftp.cs.indiana.edu/pub/techreports/TR434.ps.Z",
  keywords =     "shadow",
  who = "Havran Vlastimil: REN-0084",
}

@Article{Asensio:1992:HRC,
  author =       "Frederic Asensio",
  title =        "A Hierarchical Ray-Casting Algorithm for Radiosity
                 Shadows",
  year =         "1992",
  month =        may,
  journal =      "Third Eurographics Workshop on Rendering",
  pages =        "179--188",
  address =      "Bristol, UK",
  keywords =     "radiosity",
  who = "Havran Vlastimil: REN-0085",
}


@InProceedings{Gu:1997:PGT,
  author =       "Xianfeng Gu and Steven J. Gortier and Michael F.
                 Cohen",
  title =        "Polyhedral Geometry and the Two-Plane
                 Parameterization",
  booktitle =    "Eurographics Rendering Workshop 1997",
  editor =       "Julie Dorsey and Philipp Slusallek",
  year =         "1997",
  organization = "Eurographics",
  publisher =    "Springer Wein",
  address =      "New York City, NY",
  month =        jun,
  pages =        "1--12",
  note =         "ISBN 3-211-83001-4",
  annote =       "Recently the light-field and lumigraph systems have
                 been proposed as general methods of representing the
                 visual information present in a scene. These methods
                 represent this information as a 4D function of light
                 over the domain of directed lines. These systems use
                 the intersection points of the lines on two planes to
                 parameterize the lines in space. This paper explores
                 the structure of the two-plane parameterization in
                 detail. In particular we analyze the association
                 between the geometry of the scene and subsets of the 4D
                 data. The answers to these questions are essential to
                 understanding the relationship between a lumigraph, and
                 the geometry that it attempts to represent. This
                 knowledge is potentially important for a variety of
                 applications such as extracting shape from lumigraph
                 data, and lumigraph compression.",
  who = "Havran Vlastimil: REN-0086",
}

@Article{Schaufler:1996:TDI,
  author =       "Germot Schaufler and Wolfgang Sturzlinger",
  title =        "A Three-Dimensional Image Cache for Virtual Reality",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "15",
  number =       "3",
  pages =        "C227--C235, C471--C472",
  month =        sep,
  year =         "1996",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Tue Mar 17 15:44:38 MST 1998",
  acknowledgement = ack-nhfb,
  affiliation =  "Johannes Kepler Universit{\"a}t Linz",
  affiliationaddress = "Linz, Austria",
  affiliationaddress = "Austria",
  classification = "722.1; 722.4; 723.1; 723.2; 723.5; 921.5; C6120
                 (File organisation); C6130B (Graphics techniques)",
  conference =   "Proceedings of the 1996 17th Annual Conference and
                 Exhibition of the European Association for Computer
                 Graphics, EUROGRAPHICS'96",
  conflocation = "Poitiers, France; 26-30 Aug. 1996",
  conftitle =    "European Association for Computer Graphics 17th Annual
                 Conference and Exhibition. EUROGRAPHICS '96",
  corpsource =   "Johannes Kepler Univ., Linz, Austria",
  journalabr =   "Comput Graphics Forum",
  keywords =     "Algorithms; Buffer storage; Computational geometry;
                 Computer hardware; Computer software; Image processing;
                 Object hierarchies; Optimization; Real time systems;
                 Three dimensional computer graphics; Three dimensional
                 image cache; Virtual reality",
  keywords =     "Algorithms; Buffer storage; cache storage; coherence;
                 complex virtual; Computational geometry; computer
                 displays; Computer hardware; Computer software; detail;
                 environment display; frame rate; hardware; hierarchical
                 scene subdivision; Image processing; impostors; large
                 virtual environment display; levels; Object
                 hierarchies; optimisation; Optimization; Real time
                 systems; real-time; real-time rendering; rendering;
                 rendering (computer graphics); rendering load; smooth
                 frame sequence; software accelerated; software
                 optimization; systems; Three dimensional computer
                 graphics; three dimensional image cache; Three
                 dimensional image cache; three dimensional image cache;
                 virtual reality; Virtual reality; virtual reality",
  meetingaddress = "Poitiers, Fr",
  meetingdate =  "Aug 26--30 1996",
  meetingdate2 = "08/26--30/96",
  sponsor =      "CNRS; ERCIM; BARCO; EDF; SUN; et al",
  sponsororg =   "CNRS; BARCO; Electr. France; et al",
  treatment =    "P Practical",
  who = "Havran Vlastimil: REN-0087",
}

@Article{Sbert:1993:IGB,
  author =       "M. Sbert",
  title =        "An integral geometry based method for fast form-factor
                 computation",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "12",
  number =       "3",
  pages =        "C409--C420",
  month =        "????",
  year =         "1993",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Mon Apr 14 10:23:20 MDT 1997",
  acknowledgement = ack-nhfb,
  classification = "C1140G (Monte Carlo methods); C4260 (Computational
                 geometry); C6130B (Graphics techniques)",
  conflocation = "Barcelona, Spain; 6-10 Sept. 1993",
  conftitle =    "European Association for Computer Graphics 14th Annual
                 Conference and Exhibition. EUROGRAPHICS '93",
  corpsource =   "Dept. d'Inf. i Matematica Aplicada, Univ. Politecnica
                 de Catalunya, Barcelona, Spain",
  keywords =     "complexity; Complexity; complexity; computational
                 geometry; computer graphics; form-factor computation;
                 Form-factor computation; integral geometry based
                 method; Integral geometry based method; integration;
                 local; Local integration; luminance; Luminance;
                 methods; Monte Carlo; Monte Carlo techniques; ray
                 tracing; rendering algorithms; Rendering algorithms",
  thesaurus =    "Computational geometry; Computer graphics; Monte Carlo
                 methods; Ray tracing",
  treatment =    "P Practical; T Theoretical or Mathematical",
  who = "Havran Vlastimil: REN-0088",
}

@TechReport{Shade:1996:   ,
  author =       "Jonathan Shade and Dani Lischinski and David Salesin
                 and Tony {DeRose} and John Snyder",
  title =        "Hierarchical Image Caching for Accelerated
                 Walkthroughs of Complex Environments",
  institution = "University of Washington",
  pages =        "1--22",
  year =         "1996",
  month =        jan,
  who = "Havran Vlastimil: REN-0089",
}

@InProceedings{Sbert95-GMCPS,
  author =       "Mateu Sbert and Frederic Perez and Xavier Pueyo",
  editor =       "P. M. Hanrahan and W. Purgathofer",
  year =         "1995",
  title =        "Global {Monte} {Carlo}: {A} {Progressive} {Solution}",
  booktitle =    "Rendering Techniques '95 (Proceedings of the Sixth
                 Eurographics Workshop on Rendering)",
  pages =        "231--239",
  publisher =    "Springer-Verlag",
  address =      "New York, NY",
  comments =     "ISBN 3-211-82733-1",
  who = "Havran Vlastimil: REN-0090",
}

@TechReport{Szirmay-Kalos98,
  author =       "Laszlo Szirmay-Kalos and Werner Purgathofer",
  title =        "Global Ray-bundle Tracing with Hardware Acceleration",
  institution = " Technical University of Budapest",
  number = "TR-186-2-98-18",
  month =        jun,
  year =         "1998",
  keywords =     "rendering equation, global radiance, Monte-Carlo and
                  quasi Monte Carlo integration, Importance Sampling,
                  Metropolis Method, z-buffer",
  who = "Havran Vlastimil: REN-0091",
}

@InProceedings{Braun:1995:ADS,
  author =       "M. Braun and A. Formella",
  title =        "Anigraph - {A} Data Structure for Computer Animation",
  booktitle =    "Computer Animation '95",
  year =         "1995",
  month =        apr,
  who = "Havran Vlastimil: REN-0092",
}

@InProceedings{EVL-1997-108,
  author =       "Jarkko Oikarinen",
  title =        "Using 3-Dimensional Seed Filling in View Space to
                 Accelerate Volume Rendering",
  booktitle =    "IEEE Visualization '97",
  organization = "IEEE",
  month =        oct,
  year =         "1997",
  language =     "en",
  postscript-url = "http://rieska.oulu.fi/~jto/papers/ieeevis97.ps",
  postscript-url-md5 = "f2b002cd5c384fffe63cac6826e09ed3",
  evlib-url =    "http://visinfo.zib.de:80/Dienst/UI/2.0/Describe/evl.volumerendering%2FEVL-1997-108",
  evlib-revision = "1st",
  who = "Havran Vlastimil: REN-0093",
}

@InProceedings{Bouatouch:1995:IWT,
  author =       "Kadi Bouatouch and Sumant Pattanaik",
  title =        "Interactive Walk-Through Using Particle Tracing",
  booktitle =    "Computer Graphics International '95",
  year =         "1995",
  month =        jun,
  who = "Havran Vlastimil: REN-0094",
}

@Article{Pattanaik:1993:PEI,
  author =       "S. N. Pattanaik and S. P. Mudur",
  title =        "The potential equation and importance in illumination
                 computations",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "12",
  number =       "2",
  pages =        "131--136",
  month =        jun,
  year =         "1993",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Mon Apr 14 10:23:20 MDT 1997",
  acknowledgement = ack-nhfb,
  classification = "A0230 (Function theory, analysis); A4210
                 (Propagation and transmission in homogeneous media);
                 C4180 (Integral equations); C6130B (Graphics
                 techniques)",
  corpsource =   "Graphics and CAD Div., Nat. Centre for Software
                 Technol., Bombay, India",
  keywords =     "adjoint; Adjoint linear equations; adjoint linear
                 equations; Adjoint radiosity equation; brightness;
                 computer graphics; discrete; Discrete formulations;
                 equation; formulations; Global illumination; global
                 illumination; illumination computations; Illumination
                 computations; illumination computations;
                 importance-driven radiosity algorithm;
                 Importance-driven radiosity algorithm;
                 importance-driven radiosity algorithm; integral
                 equations; Integral equations; lighting; Linear
                 operators; linear operators; luminance; Luminance
                 equation; patch; Patch; potential equation; Potential
                 equation; potential equation; radiosity equation;
                 Surface potential; surface potential; transposes;
                 Transposes; transposes",
  thesaurus =    "Brightness; Computer graphics; Integral equations;
                 Lighting; Surface potential",
  treatment =    "T Theoretical or Mathematical",
  who = "Havran Vlastimil: REN-0095",
}

@InProceedings{Fuchs:1983:NRT,
  author =       "H. Fuchs and G. D. Abram and E. D. Grant",
  title =        "Near real-time shaded display of rigid objects",
  pages =        "65--72",
  journal =      "Computer Graphics (SIGGRAPH '83 Proceedings)",
  volume =       "17",
  number =       "3",
  year =         "1983",
  month =        Jul,
  conference =   "held in Detroit, Michigan; 25--29 July 1983",
  keywords =     "I35 object data base, I37 shading, I37 visible surface
                 algorithm",
  who = "Havran Vlastimil: REN-0096",
}

@InProceedings{Atherton:1983:SHS,
  author =       "Peter R. Atherton",
  title =        "A Scanline Hidden Surface Removal Procedure for
                 Constructive Solid Geometry",
  pages =        "73--82",
  booktitle =      "Computer Graphics (SIGGRAPH '83 Proceedings)",
  volume =       "17",
  number =       "3",
  year =         "1983",
  month =        Jul,
  conference =   "held in Detroit, Michigan; 25--29 July 1983",
  keywords =     "CSG, I35 constructive solid geometry, I37 hidden
                 surface removal",
  who = "Havran Vlastimil: REN-0097",
}

@Article{tvcg-1996-25,
  author =       "George Drettakis and Eugene L. Fiume",
  email =        "George.Drettakis@imag.fr",
  title =        "{Structured Penumbral Irradiance Computation}",
  journal =      "IEEE Transactions on Visualization and Computer
                 Graphics",
  volume =       "2",
  number =       "4",
  month =        dec,
  year =         "1996",
  pages =        "299--312",
  abstract =     "A definitive understanding of irradiance behavior in
                 penumbral regions has been hard to come by, mainly due
                 to the computational expense of determining the visible
                 parts of an area light source. Consequently, sampling
                 strategies have been mostly ad hoc, and evaluation of
                 the resulting approximations has been difficult. In
                 this paper, the structure of penumbral irradiance is
                 investigated empirically and numerically. This study
                 has been made feasible by the use of the discontinuity
                 mesh and the backprojection, an efficient data
                 structure representing visibility in regions of partial
                 occlusion. Regions of penumbrae in which irradiance
                 varies nonmonotonically are characterized empirically,
                 and numerical tests are performed to determine the
                 frequency of their occurrence. This study inspired the
                 development of two algorithms for the construction of
                 interpolating approximations to irradiance: One
                 algorithm reduces the number of edges in the mesh
                 defining the interpolant domain, and the other
                 algorithm chooses among linear, quadratic, and mixed
                 interpolants based on irradiance monotonicity. Results
                 from numerical tests and images are presented that
                 demonstrate good performance of the new algorithms for
                 various realistic test configurations.",
  keywords =     "Rendering, primary and global illumination, sampling,
                 interpolation, structure, penumbra, experimental study,
                 irradiance, radiosity, discontinuity meshing,
                 backprojection, mesh simplification, interpolant degree
                 reduction",
  tvcg-abstract-url = "http://www.computer.org/tvcg/tg1996/v0299abs.htm",
  who = "Havran Vlastimil: REN-0098",
}

@Article{tvcg-1996-24,
  author =       "Jeffry Nimeroff and Julie Dorsey and Holly Rushmeier",
  email =        "jnimerof@graphics.cis.upenn.edu and
                 dorsey@graphics.lcs.mit.edu and holly@watson.ibm.com",
  title =        "{Implementation and Analysis of an Image-Based Global
                 Illumination Framework for Animated Environments}",
  journal =      "IEEE Transactions on Visualization and Computer
                 Graphics",
  volume =       "2",
  number =       "4",
  month =        dec,
  year =         "1996",
  pages =        "283--298",
  abstract =     "We describe a new framework for efficiently computing
                 and storing global illumination effects for complex,
                 animated environments. The new framework allows the
                 rapid generation of sequences representing any
                 arbitrary path in a ``view space'' within an
                 environment in which both the viewer and objects move.
                 The global illumination is stored as time sequences of
                 range-images at base locations that span the view
                 space. We present algorithms for determining locations
                 for these base images, and the time steps required to
                 adequately capture the effects of object motion. We
                 also present algorithms for computing the global
                 illumination in the base images that exploit spatial
                 and temporal coherence by considering direct and
                 indirect illumination separately. We discuss an initial
                 implementation using the new framework. Results and
                 analysis of our implementation demonstrate the
                 effectiveness of the individual phases of the approach;
                 we conclude with an application of the complete
                 framework to a complex environment that includes object
                 motion.",
  keywords =     "Animation, global illumination, image-based rendering,
                 radiosity, ray tracing, walk-throughs",
  tvcg-abstract-url = "http://www.computer.org/tvcg/tg1996/v0283abs.htm",
  who = "Havran Vlastimil: REN-0099",
}

@Article{Danskin:1992:FAV,
  author =       "John Danskin and Pat Hanrahan",
  title =        "Fast Algorithms for Volume Ray Tracing",
  year =         "1992",
  journal =      "1992 Workshop on Volume Visualization",
  institution =  "ACM",
  pages =        "91--98",
  annote =       "We examine various simple algorithms that exploit
                 homogeneity and accumulated opacity for tracing rays
                 through shaded volumes. Most of these meth- ods have
                 error criteria which allow them to trade quality for
                 speed. The time vs. quality tradeoff for these adaptive
                 methods is compared to fixed step multiresolution
                 methods. These methods are also useful for general
                 light transport in volumes.",
  who = "Havran Vlastimil: REN-0100",
}

@InProceedings{Aupperle:1993:HIA,
  author =       "L. Aupperle and Pat Hanrahan",
  booktitle =    "Computer Graphics Proceedings, Annual Conference
                 Series, 1993",
  title =        "A Hierarchical Illumination Algorithm for Surfaces
                 with Glossy Reflection",
  pages =        "155--162",
  year =         "1993",
  keywords =     "adaptive meshing, global illumination, radiosity, ray
                 tracing",
  annote =       "We develop a radiance formulation for discrete three
                 point transport, and a new measure and description of
                 reflectance:area reflectance. This formulation and
                 associated reflectance allow an estimate of error in
                 the computation of radiance across triples of surface
                 elements, and lead directly to a hierarchical
                 refinement algorithm for global illumination. We have
                 implemented and analyzed this algorithm over surfaces
                 exhibiting glossy specular and diffuse reflection.
                 Theoretical growth in light transport computation is
                 shown to be O ( n + k 3 ) for sufficient refinement,
                 where n is the number of elements at the finest level
                 of subdivision over an environment consisting of k
                 input polygonal patches Ñ this growth is exhibited in
                 experimental trials. Naive application of three point
                 transport would require computation over O ( n 3 )
                 element-triple interactions.",
  keywords =     "adaptive meshing, global illumination, radiosity, ray
                 tracing",
  who = "Havran Vlastimil: REN-0101",
}

@Article{Cohen-Or:1998:TDD,
  author =       "Daniel Cohen-Or and Amira Solomovic and David Levin",
  title =        "Three-dimensional distance field metamorphosis",
  journal =      "ACM Transactions on Graphics",
  volume =       "17",
  number =       "2",
  pages =        "116--141",
  month =        apr,
  year =         "1998",
  coden =        "ATGRDF",
  ISSN =         "0730-0301",
  bibdate =      "Sat May 16 07:25:59 MDT 1998",
  url =          "http://www.acm.org:80/pubs/citations/journals/tog/1998-17-2/p116-cohen-or/",
  abstract =     "Given two or more objects of general topology,
                 intermediate objects are constructed by a distance
                 field metamorphosis. In the presented method the
                 interpolation of the distance field is guided by a warp
                 function controlled by a set of corresponding anchor
                 points. Some rules for defining a smooth
                 least-distorting warp function are given. To reduce the
                 distortion of the intermediate shapes, the warp
                 function is decomposed into a rigid rotational part and
                 an elastic part. The distance field interpolation
                 method is modified so that the interpolation is done in
                 correlation with the warp function. The method provides
                 the animator with a technique that can be used to
                 create a set of models forming a smooth transition
                 between pairs of a given sequence of keyframe models.
                 The advantage of the new approach is that it is capable
                 of morphing between objects having a different
                 topological genus where no correspondence between the
                 geometric primitives of the models needs to be
                 established. The desired correspondence is defined by
                 an animator in terms of a relatively small number of
                 anchor points",
  acknowledgement = ack-nhfb,
  keywords =     "algorithms",
  subject =      "{\bf I.3.7} Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Animation. {\bf I.3.5} Computing Methodologies,
                 COMPUTER GRAPHICS, Computational Geometry and Object
                 Modeling, Curve, surface, solid, and object
                 representations. {\bf I.3.6} Computing Methodologies,
                 COMPUTER GRAPHICS, Methodology and Techniques,
                 Interaction techniques.",
  who = "Havran Vlastimil: REN-0102",
}


@INPROCEEDINGS{IMMD9:39:1997,
  author = {Ph. Slusallek},
  title = {Photo-Realistic Rendering -- Recent Trends and Developments},
  booktitle = {EUROGRAPHICS '97 State-of-the-Art-Report},
  year = {1997},
  organization = {Eurographics Association},
  who = "Havran Vlastimil: REN-0103",
}

@TECHREPORT{IMMD9:TR5:1998,
  author = {C. Teitzel AND M. Hopf AND R. Grosso AND T. Ertl},
  title = {Volume Ray Casting on Sparse Grids},
  number = {5},
  year = {1998},
  institution = {Universität Erlangen-Nürnberg},
  who = "Havran Vlastimil: REN-0104",
}

@InProceedings{westin92a,
  author =       "Stephen H. Westin and James R. Arvo and Kenneth E.
                 Torrance",
  title =        "Predicting reflectance functions from complex
                 surfaces",
  pages =        "255--264",
  booktitle =      "Computer Graphics (SIGGRAPH '92 Proceedings)",
  volume =       "26",
  number =       "2",
  year =         "1992",
  month =        Jul,
  editor =       "Edwin E. Catmull",
  conference =   "held in Chicago, Illinois; 26-31 July 1992",
  keywords =     "spherical harmonics, monte carlo, anisotropic
                 reflection, brdf",
  who = "Havran Vlastimil: REN-0105",
}


@Article{Heckbert:1986:STM,
  author =       "Paul S. Heckbert",
  title =        "Survey of Texture Mapping",
  journal =      "IEEE Computer Graphics and Applications",
  volume =       "6",
  number =       "11",
  pages =        "56--67",
  month =        nov,
  year =         "1986",
  coden =        "ICGADZ",
  ISSN =         "0272-1716",
  bibdate =      "Sat Jan 25 06:42:48 MST 1997",
  acknowledgement = ack-nhfb,
  affiliationaddress = "Pixar, San Rafael, CA, USA",
  classification = "723; 731; 741",
  conference =   "Graphics Interface 86",
  journalabr =   "IEEE Comput Graphics Appl",
  keywords =     "bibliographies; computer aided design; computer
                 graphics; image texture analysis; imaging techniques;
                 signal filtering and prediction; texture filtering;
                 texture mapping",
  meetingaddress = "Vancouver, BC, Can",
  meetingdate =  "1986",
  meetingdate2 = "86",
  who = "Havran Vlastimil: REN-0106",
}

@InProceedings{Greene:1993:HZB,
  author =       "Ned Greene and M. Kass",
  booktitle =    "Computer Graphics Proceedings (SIGGRAPH'93),
                  Annual Conference Series, 1993",
  title =        "Hierarchical {Z}-Buffer Visibility",
  pages =        "231--240",
  year =         "1993",
  annote =       "An ideal visibility algorithm should a) quickly reject
                 most of the hidden geometry in a model and b) exploit
                 the spatial and perhaps temporal coherence of the
                 images being generated. Ray casting with spatial
                 subdivision does well on criterion (a), but poorly on
                 criterion (b). Traditional Z-buffer scan conversion
                 does well on criterion (b), but poorly on criterion
                 (a). Here we present a hierarchical Z-buffer
                 scan-conversion algorithm that does well on both
                 criteria. The method uses two hierarchical data
                 structures, an object-space octree and an image-space Z
                 pyramid, to accelerate scan conversion. The two
                 hierarchical data structures make it possible to reject
                 hidden geometry very rapidly while rendering visible
                 geometry with the speed of scan conversion. For
                 animation, the algorithm is also able to exploit
                 temporal coherence. The method is well suited to models
                 with high depth complexity, achieving orders of
                 magnitude acceleration in some cases compared to
                 ordinary Z-buffer scan conversion.",
  keywords =     "Hidden line/surface removal, Graphics Processors,
                 Octree, Pyramid, Temporal Coherence, Spatial Coherence,
                 Z Buffer",
  who = "Havran Vlastimil: REN-0107",
}

@InCollection{Heckbert93-FEMR,
  author =       "Paul S. Heckbert",
  year =         "1993",
  title =        "Finite {Element} {Methods} for {Radiosity}",
  booktitle =    "ACM SIGGRAPH '93 Course Notes - Global Illumination",
  chapter =      "5",
  pages =        "1--7",
  who = "Havran Vlastimil: REN-0108",
}

@InProceedings{Heckbert92discon,
  author =       "Paul S. Heckbert",
  title =        "Discontinuity Meshing for Radiosity",
  booktitle =    "Third Eurographics Workshop on Rendering",
  month =        may,
  year =         "1992",
  address =      "Bristol, UK",
  pages =        "203--216",
  keywords =     "radiosity, adaptive mesh, visibility",
  who = "Havran Vlastimil: REN-0109",
}

@Article{Levoy:1990:ERT,
  author =       "Marc Levoy",
  title =        "Efficient Ray Tracing of Volume Data",
  journal =      "ACM Transactions on Graphics",
  volume =       "9",
  number =       "3",
  pages =        "245--261",
  month =        Jul,
  year =         "1990",
  coden =        "ATGRDF",
  ISSN =         "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  url =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/78965.html",
  acknowledgement = ack-nhfb,
  annote =       "{\em Volume Rendering} is a technique for visualizing
                 sampled scalar or vector fields of three spatial
                 dimensions without fitting geometric primitives to the
                 data. A subset of these techniques generates images by
                 computing 2-D projections of a colored semitransparent
                 volume, where the color and opacity at each point are
                 derived from the data using local operators. Since all
                 voxels participate in the generation of each image,
                 rendering time grows linearly with the size of the
                 dataset. This paper presents a front-to-back
                 image-order volume-rendering algorithm and discusses
                 two techniques for improving its performance. The first
                 technique employs a pyramid of binary volumes to encode
                 spatial coherence present in the data, and the second
                 technique uses an opacity threshold to adaptively
                 terminate ray tracing. Although the actual time saved
                 depends on the data, speedups of an order of magnitude
                 have been observed for datasets of useful size and
                 complexity. Examples from two applications are given:
                 medical imaging and molecular graphics.",
  keywords =     "algorithms; design; hierarchical spatial enumeration;
                 medical imaging; molecular graphics; octree;
                 performance; ray tracing; scientific visualization;
                 volume rendering; volume visualization; voxel",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 I.3.7}: Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Visible
                 line/surface algorithms.",
  who = "Havran Vlastimil: REN-0110",
}

@InProceedings{Lischinski:1993:CHR,
  author =       "Daniel Lischinski and Filippo Tampieri and Donald P.
                 Greenberg",
  booktitle =    "Computer Graphics Proceedings (SIGGRAPH'93),
                 Annual Conference Series, 1993",
  title =        "Combining Hierarchical Radiosity and Discontinuity
                 Meshing",
  pages =        "199--208",
  year =         "1993",
  keywords =     "diffuse reflector, discontinuity meshing, global
                 illumination, hierarchical radiosity, Mach bands,
                 photorealism, quadratic interpolation, radiance
                 function, radiosity, reconstruction, shadows,
                 view-independence",
  annote =       "We introduce a new approach for the computation of
                 view-independent solutions to the diffuse global
                 illumination problem in polyhedral environments. The
                 approach combines ideas from hierarchical radiosity and
                 discontinuity meshing to yield solutions that are
                 accurate both numerically and visually. First, we
                 describe a modified hierarchical radiosity algorithm
                 that uses a discontinuity-driven subdivision strategy
                 to achieve better numerical accuracy and faster
                 convergence. Second, we present a new algorithm based
                 on discontinuity meshing that uses the hierarchical
                 solution to reconstruct an object-space approximation
                 to the radiance function that is visually accurate. Our
                 results show significant improvements over both
                 hierarchical radiosity and discontinuity meshing
                 algorithms.",
  who = "Havran Vlastimil: REN-0111",
}

@Article{tvcg-1995-6,
  author =       "Philipp Slusallek and Hans-Peter Seidel",
  email =        "slusallek@informatik.uni-erlangen.de and
                 seidel@informatik.uni-erlangen.de",
  title =        "{Vision - An Architecture for Global Illumination
                 Calculations}",
  journal =      "IEEE Transactions on Visualization and Computer
                 Graphics",
  volume =       "1",
  number =       "1",
  month =        mar,
  year =         "1995",
  pages =        "77--96",
  abstract =     "So far, the problem of global illumination calculation
                 has almost exclusively been approached from an
                 algorithmic point of view. In this paper we propose an
                 architectural approach to global illumination. The
                 proposed rendering architecture Vision is derived from
                 a model of the physical rendering process, which is
                 subsequently mapped onto an object-oriented hierarchy
                 of classes. This design is powerful and flexible enough
                 to support and exploit a large body of existing
                 illumination algorithms for the simulation of various
                 aspects of the underlying physical model. Additionally,
                 the Vision architecture offers a platform for
                 developing new algorithms and for combining them to
                 create new rendering solutions. We discuss both
                 abstract design as well as implementation issues. In
                 particular, we give a detailed description of the
                 global Lighting subsystem and show how algorithms for
                 path tracing, bidirectional estimators, irradiance
                 caching, hierarchical radiosity, wavelet radiosity, and
                 wavelet radiance have been implemented within Vision.",
  keywords =     "Computer graphics, global illumination, image
                 synthesis, rendering architecture, object-oriented
                 analysis and design",
  tvcg-abstract-url = "http://www.computer.org/tvcg/tg1995/v0077abs.htm",
  who = "Havran Vlastimil: REN-0112",
}

@InProceedings{Zatz:1993:GRHb,
  author =       "Harold R. Zatz",
  booktitle =    "Computer Graphics Proceedings(SIGGRAPH'93),
                  Annual Conference Series, 1993",
  title =        "Galerkin Radiosity: {A} Higher Order Solution Method
                 for Global Illumination",
  pages =        "213--220",
  year =         "1993",
  keywords =     "global illumination, radiosity, integral equations,
                 Galerkin methods, curved surfaces, progressive
                 refinement",
  annote =       "This paper presents an alternative radiosity
                 formulation using piecewise smooth radiance functions
                 that incorporates curved surfaces directly. Using the
                 Galerkin integral equation technique as a mathematical
                 foundation, surface radiance functions are approximated
                 by polynomials. This model eliminates the need for a
                 posteriori rendering interpolation, and allows the
                 direct use of non-planar parametric surfaces.
                 Convergence problems due to singularities in the
                 radiosity kernel are analyzed and rectified, and
                 sources of approximation error are examined. The
                 incorporation of a shadow masking technique vastly
                 reduces the need for meshing and associated storage
                 space-accurate radiosity calculations can often be made
                 with no meshing. The technique is demonstrated on
                 traditional radiosity scenes, as well as environments
                 with untessellated curved surfaces.",
  who = "Havran Vlastimil: REN-0113",
}

@InProceedings{Tost:1991:AHS,
  author =       "D. Tost",
  title =        "An Algorithm of Hidden Surface Removal Based on
                 Frame-to-Frame Coherence",
  pages =        "261--273",
  booktitle =    "Eurographics '91",
  year =         "1991",
  month =        sep,
  editor =       "Werner Purgathofer",
  publisher =    "North-Holland",
  conference =   "European Computer Graphics Conference and Exhibition;
                 held in Vienna, Austria; 2-6 September 1991",
  who = "Havran Vlastimil: REN-0114",
}

@InProceedings{tanaka91b,
  author =       "Toshimitsu Tanaka and Tokiichiro Takahashi",
  title =        "Shading with Area Light Sources",
  pages =        "235--246",
  booktitle =    "Eurographics '91",
  year =         "1991",
  month =        sep,
  editor =       "Werner Purgathofer",
  publisher =    "North-Holland",
  conference =   "European Computer Graphics Conference and Exhibition;
                 held in Vienna, Austria; 2-6 September 1991",
  who = "Havran Vlastimil: REN-0115",
}

@InProceedings{Shirley:1991:DQM,
  author =       "P. Shirley",
  title =        "Discrepancy as a Quality Measure for Sample
                 Distributions",
  pages =        "183--194",
  booktitle =    "Eurographics '91",
  year =         "1991",
  month =        sep,
  editor =       "Werner Purgathofer",
  publisher =    "North-Holland",
  conference =   "European Computer Graphics Conference and Exhibition;
                 held in Vienna, Austria; 2-6 September 1991",
  keywords =     "sampling techniques",
  who = "Havran Vlastimil: REN-0116",
}

@InCollection{Sakas91,
  author =       "Georgios Sakas and Matthias Gerth",
  title =        "Sampling and Anti-Aliasing of Discrete 3-{D} Volume
                 Density Textures",
  booktitle =    "Eurographics '91",
  pages =        "87--102, 527",
  publisher =    "Elsevier Science Publishers",
  address =      "Amsterdam, North-Holland",
  month =        sep,
  year =         "1991",
  keywords =     "atmospherics, volume densities, voxel fields, sampling",
  who = "Havran Vlastimil: REN-0117",
}

@InProceedings{Chen:1991:RFS,
  author =       "Hong Chen and En-Hua Wu",
  title =        "Radiosity for Furry Surfaces",
  pages =        "447--457",
  booktitle =    "Eurographics '91",
  year =         "1991",
  month =        sep,
  editor =       "Werner Purgathofer",
  publisher =    "North-Holland",
  conference =   "European Computer Graphics Conference and Exhibition;
                 held in Vienna, Austria; 2-6 September 1991",
  who = "Havran Vlastimil: REN-0118",
}

@InProceedings{Bitter:1997:RSS,
  author =       "Ingmar Bitter and Arie Kaufman",
  title =        "A Ray-Slice-Sweep Volume Rendering Engine",
  booktitle =    "1997 SIGGRAPH / Eurographics Workshop on Graphics
                 Hardware",
  editor =       "Steven Molnar and Bengt-Olaf Schneider",
  year =         "1997",
  organization = "ACM SIGGRAPH / Eurographics",
  publisher =    "ACM Press",
  address =      "New York City, NY",
  month =        Aug,
  pages =        "121--130",
  note =         "ISBN 0-89791-961-0",
  keywords =     "volume visualization, volume rendering, architecture,
                 hardware design, gradient estimation, compositing,
                 perspective projection",
  annote =       "Ray-slice-sweeping is a plane sweep algorithm for
                 volume rendering. The compositing buffer sweeps through
                 the volume and combines the accumulated image with the
                 new slice of just-projected voxels. The image
                 combination is guided by sight rays from the view point
                 through every voxel of the new slice. Cube-4L is a
                 volume rendering architecture which employs a
                 ray-slice-sweeping algorithm. It improves the Cube-4
                 architecture in three ways. First, during perspective
                 projection all voxels of the dataset contribute to the
                 rendering. Second, it computes gradients at the voxel
                 positions which improves accuracy and allows a more
                 compact implementation. Third, Cube-4L has less control
                 overhead than Cube-4.",
  who = "Havran Vlastimil: REN-0119",
}

@InProceedings{Guenter:1995:SS,
  author =       "Brian Guenter and Todd B. Knoblock and Erik Ruf",
  title =        "Specializing Shaders",
  editor =       "Robert Cook",
  series =       "Annual Conference Series",
  pages =        "343--350",
  booktitle =    "SIGGRAPH 95 Conference Proceedings",
  year =         "1995",
  organization = "ACM SIGGRAPH",
  publisher =    "Addison Wesley",
  month =        Aug,
  note =         "held in Los Angeles, California, 06-11 August 1995",
  who = "Havran Vlastimil: REN-0120",
}

@InProceedings{Briere:1996:HVD,
  author =       "Normand Bri{\'e}re and Pierre Poulin",
  title =        "Hierarchical View-Dependent Structures for Interactive
                 Scene Manipulation",
  editor =       "Holly Rushmeier",
  series =       "Annual Conference Series",
  pages =        "83--90",
  booktitle =    "SIGGRAPH 96 Conference Proceedings",
  year =         "1996",
  organization = "ACM SIGGRAPH",
  publisher =    "Addison Wesley",
  month =        Aug,
  note =         "held in New Orleans, Louisiana, 04-09 August 1996",
  annote =       "The result of a scene manipulation is usually
                 displayed by re-rendering the entire image even if the
                 change has affected only a small portion of it. This
                 paper presents a system that efficiently detects and
                 recomputes the exact portion of the image that has
                 changed after an arbitrary manipulation of a scene
                 viewed from a fixed camera. The incremental rendering
                 allows for all visual effects produced by ray tracing,
                 including shadows, reflections, refractions, textures,
                 and bump maps. Two structures are maintained to achieve
                 this. A ray tree is associated with each pixel and is
                 used to detect and rebuild only the modified rays after
                 an optical or geometrical change. A color tree
                 represents the complete color expression of a pixel.
                 All changes affecting the color of a pixel without
                 changing the corresponding ray tree require only
                 re-evaluation of the affected portions of the color
                 tree. Optimizations are presented to efficiently detect
                 the modified structures by the use of strategies such
                 as grouping similar information and building
                 hierarchies. Pruning and weighted re-evaluation of
                 information are also considered to manage the memory
                 requirements. The incremental rendering is done
                 efficiently and accurately and is suitable in an
                 interactive context.",
  who = "Havran Vlastimil: REN-0121",
}


@Article{Weinhaus:1997:TMM,
  author =       "Frederick M. Weinhaus and Venkat Devarajan",
  title =        "Texture mapping {3D} models of real-world scenes",
  journal =      "ACM Computing Surveys",
  volume =       "29",
  number =       "4",
  pages =        "325--365",
  month =        dec,
  year =         "1997",
  coden =        "CMSVAN",
  ISSN =         "0360-0300",
  bibdate =      "Tue Feb 10 14:53:57 MST 1998",
  url =          "http://www.acm.org:80/pubs/citations/journals/surveys/1997-29-4/p325-weinhaus/",
  abstract =     "Texture mapping has become a popular tool in the
                 computer graphics industry in the last few years
                 because it is an easy way to achieve a high degree of
                 realism in computer-generated imagery with very little
                 effort. Over the last decade, texture-mapping
                 techniques have advanced to the point where it is
                 possible to generate real-time perspective simulations
                 of real-world areas by texture mapping every object
                 surface with texture from photographic images of these
                 real-world areas. The techniques for generating such
                 perspective transformations are variations on
                 traditional texture mapping that in some circles have
                 become known as the {\em Image Perspective
                 Transformation\/} or IPT technology. This article first
                 presents a background survey of traditional texture
                 mapping. It then continues with a description of the
                 texture-mapping variations that achieve these
                 perspective transformations of photographic images of
                 real-world scenes. The style of the presentation is
                 that of a resource survey rather thatn an in-depth
                 analysis.",
  acknowledgement = ack-nhfb,
  keywords =     "algorithms",
  subject =      "{\bf I.3.7} Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Color, shading, shadowing, and texture. {\bf I.3.3}
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Picture/Image Generation, Antialiasing**. {\bf I.3.5}
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Curve,
                 surface, solid, and object representations. {\bf I.3.5}
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Hierarchy
                 and geometric transformations. {\bf I.3.7} Computing
                 Methodologies, COMPUTER GRAPHICS, Three-Dimensional
                 Graphics and Realism, Hidden line/surface removal. {\bf
                 I.3.7} Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Raytracing.",
 who = "Havran Vlastimil: REN-0122",
}

@TechReport{Kleij93,
  author =       "Reinier van Kleij and Willem F. Bronsvoort",
  title =        "Performance of scanline-oriented {CSG} direct display
                 algorithms",
  institution =  "Delft University of Technology, Department of
                 Technical Mathematics and Informatics",
  type =         "Technical Report",
  number =       "DUT-TWI-93-03",
  address =      "Delft, The Netherlands",
  year =         "1993",
  note =         "(telephone +31 15 78 4568) (hardcopy only)",
  who = "Havran Vlastimil: REN-0123",
}


@Article{Yu:1997:RES,
  author =       "Yizhou Yu and Hong Wu",
  title =        "A Rendering Equation for Specular Transfers and Its
                 Integration into Global Illumination",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "16",
  number =       "3",
  pages =        "C283--C292",
  month =        sep # " 4--8",
  year =         "1997",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Tue Mar 17 15:44:38 MST 1998",
  acknowledgement = ack-nhfb,
  affiliation =  "Univ of California at Berkeley",
  affiliationaddress = "Berkeley, CA, USA",
  classification = "723.5; 741.1; 921.4",
  journalabr =   "Comput Graphics Forum",
  keywords =     "Algorithms; Computational geometry; Computer
                 simulation; Image quality; Light sources; Lighting;
                 Radiosity method; Rendering equation; Specular
                 transfer; Wavefronts",
 who = "Havran Vlastimil: REN-0124",
}

@Article{Bao:1995:SCL,
  author =       "Hujun Bao and Jianguo Ying and Qunsheng Peng",
  title =        "Shading with Curve Light Sources",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "14",
  number =       "3",
  pages =        "C/217--C/227",
  month =        sep,
  year =         "1995",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Fri Jul 18 14:09:46 1997",
  acknowledgement = ack-nhfb,
  classification = "C1160 (Combinatorial mathematics); C4260
                 (Computational geometry); C6130B (Graphics
                 techniques)",
  conflocation = "Maastricht, Netherlands; 18 Aug.-1 Sept. 1995",
  conftitle =    "EUROGRAPHICS '95",
  corpsource =   "State Key Lab. of CAD and CG, Zhejiang Univ., China",
  keywords =     "(computer graphics); component; computational
                 geometry; Curve light sources; curve light sources;
                 diffuse; Diffuse reflection; diffuse reflection;
                 Diffuse reflection compellent; Directional
                 quadrilateral light source; directional quadrilateral
                 light source; Illuminated surface; illuminated surface;
                 image; Image rendering; light sources; linear light;
                 Linear light source; linear segment; Linear segment;
                 linear segment; photorealistic; Photorealistic;
                 photorealistic; reflection; reflection compellent;
                 rendering; shading model; Shading model; shading model;
                 Shadow detection algorithm; shadow detection algorithm;
                 source; specular model; Specular model; specular model;
                 Specular reflection; specular reflection; Specular
                 reflection component",
  thesaurus =    "Computational geometry; Light sources; Reflection;
                 Rendering [computer graphics]",
  treatment =    "P Practical",
  who = "Havran Vlastimil: REN-0125",
}

@Article{Tanaka:1997:FAS,
  author =       "Toshimitsu Tanaka and Tokiichiro Takahashi",
  title =        "Fast Analytic Shading and Shadowing for Area Light
                 Sources",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "16",
  number =       "3",
  pages =        "C231--C240",
  month =        sep # " 4--8",
  year =         "1997",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Tue Mar 17 15:44:38 MST 1998",
  acknowledgement = ack-nhfb,
  affiliation =  "Nagoya Univ Computation Cent",
  affiliationaddress = "Nagoya, Jpn",
  classification = "722.1; 723.2; 723.5; 741.1",
  journalabr =   "Comput Graphics Forum",
  keywords =     "Algorithms; Buffer storage; Computational geometry;
                 Cross scanline clipping algorithm; Highlight
                 generation; Image quality; Image segmentation; Light
                 reflection; Light sources; Lighting; Silhouette
                 generation; Soft shadows; Three dimensional computer
                 graphics",
  who = "Havran Vlastimil: REN-0126",
}

@Article{Tanaka:1995:FSA,
  author =       "T. Tanaka and T. Takahashi",
  title =        "Fast Shadowing Algorithm for Linear Light Sources",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "14",
  number =       "3",
  pages =        "C/205--C/216",
  month =        sep,
  year =         "1995",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Fri Jul 18 14:10:33 1997",
  acknowledgement = ack-nhfb,
  classification = "C6130B (Graphics techniques)",
  conflocation = "Maastricht, Netherlands; 18 Aug.-1 Sept. 1995",
  conftitle =    "EUROGRAPHICS '95",
  corpsource =   "Computer Center, Nagoya Univ., Japan",
  keywords =     "bounding volume; Bounding volume; bounding volume;
                 buffer; Buffer cells; candidate objects; Candidate
                 objects; candidate objects; cells; computational
                 geometry; conversion algorithm; cylindrical scan;
                 Cylindrical scan conversion algorithm; Expensive light
                 clipping; expensive light clipping; fast shadowing
                 algorithm; Fast shadowing algorithm; light clipping
                 cost; Light clipping cost; light clipping cost; light
                 rays; Light rays; light rays; light sources; Linear
                 light sources; linear light sources; ray oriented; Ray
                 oriented buffer; Realistic images; realistic images;
                 rendering (computer graphics); Shadow generation;
                 shadow generation; Soft shadows; soft shadows; space
                 segmentation; Space segmentation; space segmentation;
                 trapezia; Trapezia; trapezia",
  thesaurus =    "Computational geometry; Light sources; Realistic
                 images; Rendering [computer graphics]",
  treatment =    "P Practical",
  who = "Havran Vlastimil: REN-0127",
}

@InProceedings{Lindstrom:1996:RTC,
  author =       "Peter Lindstrom and David Koller and William Ribarsky
                 and Larry F. Hughes and Nick Faust and Gregory Turner",
  title =        "{Real-Time}, Continuous Level of Detail Rendering of
                 Height Fields",
  editor =       "Holly Rushmeier",
  series =       "Annual Conference Series",
  pages =        "109--118",
  booktitle =    "SIGGRAPH 96 Conference Proceedings",
  year =         "1996",
  organization = "ACM SIGGRAPH",
  publisher =    "Addison Wesley",
  month =        Aug,
  note =         "held in New Orleans, Louisiana, 04-09 August 1996",
  annote =       "We present an algorithm for real-time level of detail
                 reduction and display of high-complexity polygonal
                 surface data. The algorithm uses a compact and
                 efficient regular grid representation, and employs a
                 variable screen-space threshold to bound the maximum
                 error of the projected image. A coarse level of
                 simplification is performed to select discrete levels
                 of detail for blocks of the surface mesh, followed by
                 further simplification through repolygonalization in
                 which individual mesh vertices are considered for
                 removal. These steps compute and generate the
                 appropriate level of detail dynamically in real-time,
                 minimizing the number of rendered polygons and allowing
                 for smooth changes in resolution across areas of the
                 surface. The algorithm has been implemented for
                 approximating and rendering digital terrain models and
                 other height fields, and consistently performs at
                 interactive frame rates with high image quality.",
  who = "Havran Vlastimil: REN-0128",
}


@Article{Sturzlinger:1998:CGI,
  author =       "Wolfgang Sturzlinger",
  title =        "Calculating global illumination for glossy surfaces",
  journal =      "Computers and Graphics",
  volume =       "22",
  number =       "2--3",
  pages =        "175--180",
  month =        "????",
  year =         "1998",
  coden =        "COGRD2",
  ISSN =         "0097-8493",
  bibdate =      "Sun Oct 25 12:39:01 MST 1998",
  acknowledgement = ack-nhfb,
  who = "Havran Vlastimil: REN-0129",
}

@Article{Sbert:1998:RWR,
  author =       "Mateu Sbert",
  title =        "Random walk radiosity with infinite path length",
  journal =      "Computers and Graphics",
  volume =       "22",
  number =       "2",
  pages =        "161--166",
  month =        "????",
  year =         "1998",
  coden =        "COGRD2",
  ISSN =         "0097-8493",
  bibdate =      "Sun Oct 25 12:39:01 MST 1998",
  acknowledgement = ack-nhfb,
  who = "Havran Vlastimil: REN-0130",
}

@Article{Shirley:1996:MCT,
  author =       "Peter Shirley and Changyaw Wang and Kurt Zimmerman",
  title =        "{Monte Carlo} Techniques for Direct Lighting
                 Calculations",
  journal =      "ACM Transactions on Graphics",
  volume =       "15",
  number =       "1",
  pages =        "1--36",
  month =        jan,
  year =         "1996",
  coden =        "ATGRDF",
  ISSN =         "0730-0301",
  bibdate =      "Wed Apr 24 07:49:27 1996",
  url =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/225887.html,
                 http://www.acm.org/pubs/toc/Abstracts/0730-0301/226151.html",
  abstract =     "In a distributed ray tracer, the sampling strategy is
                 the crucial part of the direct lighting calculation.
                 Monte Carlo integration with importance sampling is
                 used to carry out this calculation. Importance sampling
                 involves the design of integrand-specific probability
                 density functions that are used to generate sample
                 points for the numerical quadrature. Probability
                 density functions are presented that aid in the direct
                 lighting calculation from luminaires of various simple
                 shapes. A method for defining a probability density
                 function over a set of luminaires is presented that
                 allows the direct lighting calculation to be carried
                 out with a number of sample points that is independent
                 of the number of luminaires.",
  acknowledgement = ack-nhfb,
  keywords =     "algorithms; design; theory",
  subject =      "{\bf G.3}: Mathematics of Computing, PROBABILITY AND
                 STATISTICS. {\bf G.1.4}: Mathematics of Computing,
                 NUMERICAL ANALYSIS, Quadrature and Numerical
                 Differentiation. {\bf I.3.0}: Computing Methodologies,
                 COMPUTER GRAPHICS, General. {\bf I.4.1}: Computing
                 Methodologies, IMAGE PROCESSING, Digitization,
                 Sampling.",
  who = "Havran Vlastimil: REN-0131",
}

@Article{Neumann:1995:RHM,
  author =       "L{\'{a}}szl{\'{o}} Neumann and Attila Neumann",
  title =        "Radiosity and Hybrid Methods",
  journal =      "ACM Transactions on Graphics",
  volume =       "14",
  number =       "3",
  pages =        "233--265",
  month =        Jul,
  year =         "1995",
  coden =        "ATGRDF",
  ISSN =         "0730-0301",
  bibdate =      "Sat Jan 13 12:33:38 1996",
  url =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/212347.html",
  abstract =     "We examine various solutions to the global
                 illumination problem, based on an exact mathematical
                 analysis of the rendering equation. In addition to
                 introducing efficient radiosity algorithms, we present
                 a uniform approach to reformulate all of the basic
                 radiosity equations used so far. Using hybrid methods
                 we are able to analyze possible combinations of the
                 view-dependent ray-tracing method and of the
                 low-resolution radiosity-based method, and to offer new
                 algorithms.",
  acknowledgement = ack-nhfb,
  keywords =     "algorithms",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Radiosity. {\bf I.3.3}: Computing Methodologies,
                 COMPUTER GRAPHICS, Picture/Image Generation, Display
                 algorithms. {\bf I.3.7}: Computing Methodologies,
                 COMPUTER GRAPHICS, Three-Dimensional Graphics and
                 Realism, Color, shading, shadowing, and texture. {\bf
                 I.3.7}: Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Raytracing.",
  who = "Havran Vlastimil: REN-0132",
}

@Article{Malzbender:1993:FVR,
  author =       "Tom Malzbender",
  title =        "Fourier Volume Rendering",
  journal =      "ACM Transactions on Graphics",
  volume =       "12",
  number =       "3",
  pages =        "233--250",
  month =        Jul,
  year =         "1993",
  coden =        "ATGRDF",
  ISSN =         "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  url =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/169705.html",
  acknowledgement = ack-nhfb,
  keywords =     "algorithms; performance; theory",
  subject =      "{\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Color, shading, shadowing, and texture. {\bf F.2.1}:
                 Theory of Computation, ANALYSIS OF ALGORITHMS AND
                 PROBLEM COMPLEXITY, Numerical Algorithms and Problems,
                 Computation of transforms. {\bf I.3.3}: Computing
                 Methodologies, COMPUTER GRAPHICS, Picture/Image
                 Generation, Display algorithms. {\bf I.3.6}: Computing
                 Methodologies, COMPUTER GRAPHICS, Methodology and
                 Techniques, Graphics data structures and data types.
                 {\bf I.4.1}: Computing Methodologies, IMAGE PROCESSING,
                 Digitization, Sampling. {\bf I.4.10}: Computing
                 Methodologies, IMAGE PROCESSING, Image Representation,
                 Volumetric.",
 who = "Havran Vlastimil: REN-0133",
}

@Article{Christensen:1996:GIG,
  author =       "Per H. Christensen and Eric J. Stollnitz and David H.
                 Salesin",
  title =        "Global Illumination of Glossy Environments Using
                 Wavelets and Importance",
  journal =      "ACM Transactions on Graphics",
  volume =       "15",
  number =       "1",
  pages =        "37--71",
  month =        jan,
  year =         "1996",
  coden =        "ATGRDF",
  ISSN =         "0730-0301",
  bibdate =      "Wed Apr 24 07:49:27 1996",
  url =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/225888.html,
                 http://www.acm.org/pubs/toc/Abstracts/0730-0301/226153.html",
  abstract =     "We show how importance-driven refinement and a wavelet
                 basis can be combined to provide an efficient solution
                 to the global illumination problem with glossy and
                 diffuse reflections. Importance is used to focus the
                 computation on the interactions having the greatest
                 impact on the visible solution. Wavelets are used to
                 provide an efficient representation of radiance,
                 importance, and the transport operator. We discuss a
                 number of choices that must be made when constructing a
                 finite element algorithm for glossy global
                 illumination. Our algorithm is based on the standard
                 wavelet decomposition of the transport operator and
                 makes use of a four-dimensional wavelet representation
                 for spatially and angularly varying radiance
                 distributions. We use a final gathering step to improve
                 the visual quality of the solution. Features of our
                 implementation include support for curved surfaces as
                 well as texture-mapped anisotropic emission and
                 reflection functions.",
  acknowledgement = ack-nhfb,
  keywords =     "algorithms; theory",
  subject =      "{\bf G.1.9}: Mathematics of Computing, NUMERICAL
                 ANALYSIS, Integral Equations, Fredholm equations. {\bf
                 I.6.8}: Computing Methodologies, SIMULATION AND
                 MODELING, Types of Simulation, Combined. {\bf G.1.0}:
                 Mathematics of Computing, NUMERICAL ANALYSIS,
                 General.",
  who = "Havran Vlastimil: REN-0134",
}

@TechReport{Kalos:1998:TR23,
  author =       "Laslo Szirmay-Kalos",
  title =        "Stochstic Methods in Global Illumination State of the Art
                  Report",
  year =         "1998",
  month =        Aug,
  pages =        "1--29",
  keywords =     "rendering equation, potential equation, Monte Carlo and
    quasi-Monte Carlo quadratures, finite element techniques, radiosity,
    importance sampling, Russian roulette, shooting and gathering random
    walks, stochastic iteration, Metropolis sampling, distributed ray tracing,
    path tracing, photon tracing, light tracing, bi-directional path tracing,
    photon-map, instant radiosity, global ray-bundle tracing, stochastic
    ray radiosity, transillumination method, first-shot, error and complexity",
  number =       "TR-186-2-98-23",
  institution =  "Institute of Computer Graphics 186-2, Technical
                 University of Vienna",
  address =      "Vienna, Austria",
  ftp =          "ftp: //ftp.
                 cg.tuwien.ac.at/pub/TR/94/TR-186-2-98-23Paper.ps.gz",
  note =         "human contact: technical-report@cg.tuwien.ac.at",
  who = "Havran Vlastimil: REN-0135",
}


@Article{Wu:1991:EAT,
  author =       "Xiaolin Wu",
  editor =       "Thomas W. Sederberg",
  title =        "An efficient antialiasing technique",
  journal =      "Computer Graphics",
  volume =       "25",
  number =       "4",
  pages =        "143--152",
  month =        Jul,
  year =         "1991",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  conference =   "held in Las Vegas, Nevada; 28 July -- 2 August 1991",
  keywords =     "antialiasing, curve digitization, digital geometry,
                 convolution",
  who = "Havran Vlastimil: REN-0136",
}

@InProceedings{Bouville:1991:LSD,
  author =       "C. Bouville and P. Tellier and K. Bouatouch",
  title =        "Low Sampling Densities Using a Psychovisual Approach",
  pages =        "167--182",
  booktitle =    "Eurographics '91",
  year =         "1991",
  month =        sep,
  editor =       "Werner Purgathofer",
  publisher =    "North-Holland",
  conference =   "European Computer Graphics Conference and Exhibition;
                 held in Vienna, Austria; 2-6 September 1991",
  keywords =     "sampling techniques",
  who = "Havran Vlastimil: REN-0137",
}


@Article{Kajiya:1985:ARM,
  author =       "J. T. Kajiya",
  editor =       "B. A. Barsky",
  title =        "Anisotropic Reflection Models",
  journal =      "Computer Graphics",
  volume =       "19",
  number =       "3",
  pages =        "15--21",
  month =        Jul,
  year =         "1985",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  conference =   "held in San Francisco, CA; 22--26 July 1985",
  keywords =     "I37 anisotropic reflection models",
  who = "Havran Vlastimil: REN-0138",
}


@InProceedings{Wang90-OPRIR,
  author =       "Yigong Wang and Wayne A. Davis",
  month =        may,
  year =         "1990",
  title =        "Octant {Priority} for {Radiosity} {Image}
                 {Rendering}",
  booktitle =    "Proceedings of Graphics Interface '90",
  pages =        "83--91",
  publisher =    "Morgan Kaufmann",
  address =      "San Francisco, CA",
  keywords =     "hemicube, space subdivision",
  who = "Havran Vlastimil: REN-0139",
}


@InProceedings{Bouatouch:1995:DMH,
  author =       "Kadi Bouatouch and S. N. Pattanaik",
  title =        "Discontinuity Meshing and Hierarchical MultiWavelet
                 Radiosity",
  booktitle =    "Graphics Interface '95",
  editor =       "Wayne A. Davis and Przemyslaw Prusinkiewicz",
  year =         "1995",
  organization = "Canadian Information Processing Society",
  publisher =    "Canadian Human-Computer Communications Society",
  month =        may,
  pages =        "109--115",
  note =         "ISBN 0-9695338-4-5",
  keywords =     "radiosity, discontinuity mesh, wavelet",
  who = "Havran Vlastimil: REN-0140",
}


@InProceedings{Shinya:1994:PFD,
  author =       "M. Shinya",
  booktitle =    "Proceedings of Graphics Interface '94",
  title =        "Post-filtering for Depth of Field Simulation with Ray
                 Distribution Buffer",
  organization = "Canadian Information Processing Society",
  address =      "Banff, Alberta, Canada",
  pages =        "59--66",
  month =        may,
  year =         "1994",
  who = "Havran Vlastimil: REN-0141",
}


@Article{Fruhauf:1994:RNS,
  author =       "T. Fr{\"u}hauf",
  title =        "Raycasting of Nonregularly Structured Volume Data",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "13",
  number =       "3",
  pages =        "C/293--C/303",
  month =        "????",
  year =         "1994",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Mon Apr 14 10:23:20 MDT 1997",
  acknowledgement = ack-nhfb,
  classification = "C4260 (Computational geometry); C6130B (Graphics
                 techniques)",
  conflocation = "Oslo, Norway; 12-16 Sept. 1994",
  conftitle =    "15th Annual Conference and Exhibition.
                 EUROGRAPHICS'94",
  corpsource =   "Interactive Graphics Syst. Group., Darmstadt Tech.
                 Univ., Germany",
  keywords =     "algorithm; computation-; Computation-intensive
                 technique; computational geometry; Computational space;
                 computational space; context information; Context
                 information; context information; data sets; Data sets;
                 data sets; data visualisation; Direct rendering; direct
                 rendering; intensive technique; interactive;
                 interactive visualization system; Interactive
                 visualization system; interactive visualization system;
                 mathematical operations; Mathematical operations;
                 measurement; Nonregularly structured volume data;
                 nonregularly structured volume data; Numerical
                 simulation; numerical simulation; ray tracing;
                 raycasting; Raycasting; raycasting; rendering;
                 rendering (computer graphics); Rendering algorithm;
                 scientific; Scientific visualisation; seismic; Seismic
                 measurement; systems; topology; Topology; ultrasonic
                 inspection; Ultrasonic inspection; ultrasonic
                 inspection; visualisation; volumetric data; Volumetric
                 data",
  thesaurus =    "Computational geometry; Data visualisation;
                 Interactive systems; Ray tracing; Rendering [computer
                 graphics]",
  treatment =    "P Practical; T Theoretical or Mathematical",
  who = "Havran Vlastimil: REN-0142",
}

@Article{Pattanaik:1994:FWR,
  author =       "S. N. Pattanaik and K. Bouatouch",
  title =        "Fast Wavelet Radiosity Method",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "13",
  number =       "3",
  pages =        "C/407--C/420",
  month =        "????",
  year =         "1994",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Mon Apr 14 10:23:20 MDT 1997",
  acknowledgement = ack-nhfb,
  classification = "C4260 (Computational geometry); C6130B (Graphics
                 techniques)",
  conflocation = "Oslo, Norway; 12-16 Sept. 1994",
  conftitle =    "15th Annual Conference and Exhibition.
                 EUROGRAPHICS'94",
  corpsource =   "Campus de Beaulieu, IRISA, Rennes, France",
  keywords =     "computational geometry; Computer graphics; computer
                 graphics; decomposition technique; hierarchical;
                 Hierarchical decomposition technique; inner products;
                 interpolating wavelets; Interpolating wavelets;
                 interpolating wavelets; multidimensional;
                 Multidimensional inner products; optimal adaptive
                 subdivision; Optimal adaptive subdivision; ray tracing;
                 wavelet analysis; Wavelet analysis; wavelet radiosity
                 method; Wavelet radiosity method; wavelet transforms",
  thesaurus =    "Computational geometry; Ray tracing; Wavelet
                 transforms",
  treatment =    "T Theoretical or Mathematical",
  who = "Havran Vlastimil: REN-0143",
}

@Article{Dobashi:1994:SIL,
  author =       "Y. Dobashi and K. Kaneda and T. Nakashima and H.
                 Yamashita and T. Nishita and K. Tadamura",
  title =        "Skylight for Interior Lighting Design",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "13",
  number =       "3",
  pages =        "C/85--C/96",
  month =        "????",
  year =         "1994",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Mon Apr 14 10:23:20 MDT 1997",
  acknowledgement = ack-nhfb,
  classification = "B8530 (Lighting technology); C6130B (Graphics
                 techniques)",
  conflocation = "Oslo, Norway; 12-16 Sept. 1994",
  conftitle =    "15th Annual Conference and Exhibition.
                 EUROGRAPHICS'94",
  corpsource =   "Hiroshima Univ., Japan",
  keywords =     "computer graphics; Computer graphics; computer
                 graphics; Illuminance; illuminance; interior lighting
                 design; Interior lighting design; interior lighting
                 design; lighting; planes; skylight; Skylight;
                 transparent; Transparent planes; Window glass; window
                 glass",
  thesaurus =    "Computer graphics; Lighting",
  treatment =    "A Application; P Practical",
  who = "Havran Vlastimil: REN-0144",
}

@Article{Deville:1994:SDM,
  author =       "P. M. Deville and S. Merzouk and D. Cazier and J. C.
                 Paul",
  title =        "Spectral Data Modeling for a Lighting Application",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "13",
  number =       "3",
  pages =        "C/97--C/106",
  month =        "????",
  year =         "1994",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Mon Apr 14 10:23:20 MDT 1997",
  acknowledgement = ack-nhfb,
  classification = "B8530 (Lighting technology); C6130B (Graphics
                 techniques)",
  conflocation = "Oslo, Norway; 12-16 Sept. 1994",
  conftitle =    "15th Annual Conference and Exhibition.
                 EUROGRAPHICS'94",
  corpsource =   "CNRS, Nancy I Univ., Vandoeuvre les Nancy, France",
  keywords =     "computer; computer graphics; Computer graphics;
                 constraints; Constraints; graphics; image calculation
                 process; Image calculation process; image calculation
                 process; image generation; Image generation; lighting;
                 lighting application; Lighting application; spectral
                 analysis; spectral data modeling; Spectral data
                 modeling; spectral data modeling; spectrum analysis;
                 Spectrum analysis",
  thesaurus =    "Computer graphics; Lighting; Spectral analysis",
  treatment =    "A Application; P Practical",
  who = "Havran Vlastimil: REN-0145",
}


@Article{Schlick:1994:IBM,
  author =       "C. Schlick",
  title =        "An Inexpensive {BRDF} Model for Physically-Based
                 Rendering",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "13",
  number =       "3",
  pages =        "C/233--C/246",
  month =        "????",
  year =         "1994",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Mon Apr 14 10:23:20 MDT 1997",
  acknowledgement = ack-nhfb,
  classification = "C1140G (Monte Carlo methods); C1180 (Optimisation
                 techniques); C1180 (Optimisation techniques)C1140G
                 (Monte Carlo methods); C4130 (Interpolation and
                 function approximation); C6130B (Graphics techniques)",
  conflocation = "Oslo, Norway; 12-16 Sept. 1994",
  conftitle =    "15th Annual Conference and Exhibition.
                 EUROGRAPHICS'94",
  corpsource =   "Lab. Bordeaux de Recherche en Inf., Bordeaux I Univ.,
                 Talence, France",
  keywords =     "anisotropy; Anisotropy; anisotropy; Approximation
                 methods; approximation methods; approximation theory;
                 bidirectional; Bidirectional reflectance distribution
                 function; BRDF model; computer; computer graphics;
                 Computer graphics applications; conservation; energy;
                 Energy conservation; graphics applications; hardware
                 implementation; Hardware implementation; heterogeneous
                 material; Heterogeneous material; Homogeneous material;
                 homogeneous material; light; Light reflection; light
                 reflection; microfacet theory; Microfacet theory;
                 microfacet theory; Monte Carlo methods; Monte-Carlo
                 rendering techniques; optimisation; Physically-based
                 rendering; physically-based rendering; Physics;
                 physics; reciprocity rule; Reciprocity rule;
                 reflectance distribution function; reflection;
                 rendering (computer graphics); self-; Self-shadowing;
                 shadowing; Spectrum modification; spectrum
                 modification; Subsurface reflection; subsurface
                 reflection; surface reflection; Surface reflection",
  thesaurus =    "Approximation theory; Computer graphics; Light
                 reflection; Monte Carlo methods; Optimisation;
                 Rendering [computer graphics]",
  treatment =    "P Practical; T Theoretical or Mathematical",
  who = "Havran Vlastimil: REN-0146",
}


@Article{Tabatabai:1994:VRN,
  author =       "B. Tabatabai and E. A. Sessarego and H. {E. (or F.??)}
                 Mayer",
  title =        "Volume Rendering on Non-Regular Grids",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "13",
  number =       "3",
  pages =        "C/247--C/258",
  month =        "????",
  year =         "1994",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Mon Apr 14 10:23:20 MDT 1997",
  acknowledgement = ack-nhfb,
  classification = "C1180 (Optimisation techniques); C4130
                 (Interpolation and function approximation); C4260
                 (Computational geometry); C6130B (Graphics
                 techniques)",
  conflocation = "Oslo, Norway; 12-16 Sept. 1994",
  conftitle =    "15th Annual Conference and Exhibition.
                 EUROGRAPHICS'94",
  corpsource =   "Inst. for Inf. Syst., Joanneum Res., Graz, Austria",
  keywords =     "computational geometry; computer graphics; Computer
                 graphics; computer graphics; digital; element types;
                 finite element method; Finite element method; Function
                 values; function values; geometry; Geometry;
                 interpolation; Interpolation; interpolation; linear
                 element types; Linear element types; linear element
                 types; Mathematical treatment; mathematical treatment;
                 method of control volumes; Method of control volumes;
                 nonlinear; Nonlinear element types; Nonregular grids;
                 nonregular grids; Numerical simulation; numerical
                 simulation; optimisation; Optimizations; optimizations;
                 rendering (computer graphics); Rendering process;
                 rendering process; Shape functions; shape functions;
                 simulation; simulation model; Simulation model;
                 simulation model; volume rendering; Volume rendering",
  thesaurus =    "Computational geometry; Computer graphics; Digital
                 simulation; Interpolation; Optimisation; Rendering
                 [computer graphics]",
  treatment =    "P Practical; T Theoretical or Mathematical",
  who = "Havran Vlastimil: REN-0147",
}


@Article{Tanaka:1994:CSB,
  author =       "T. Tanaka and T. Takahashi",
  title =        "{Cross Scan Buffer} and its applications",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "13",
  number =       "3",
  pages =        "C/467--C/476",
  month =        "????",
  year =         "1994",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Mon Apr 14 10:23:20 MDT 1997",
  acknowledgement = ack-nhfb,
  classification = "C1160 (Combinatorial mathematics); C4260
                 (Computational geometry); C6130B (Graphics
                 techniques)",
  conflocation = "Oslo, Norway; 12-16 Sept. 1994",
  conftitle =    "15th Annual Conference and Exhibition.
                 EUROGRAPHICS'94",
  corpsource =   "Autonomous Robot Syst. Lab., NTT Human Interface
                 Labs., Tokyo, Japan",
  keywords =     "antialiasing; buffering; Buffering methods;
                 computational geometry; Cross Scan Buffer; Cross
                 Scanline Algorithm; Cross Scanline Buffer; hidden
                 feature removal; hidden surface; Hidden surface
                 removal; Image re-generation time; image re-generation
                 time; Image scaling; image scaling; methods; perfect
                 anti-aliasing; Perfect anti-aliasing; perfect
                 anti-aliasing; removal; Shadow creation; shadow
                 creation; texture mapping; Texture mapping; texture
                 mapping; visible polygonal surfaces; Visible polygonal
                 surfaces",
  thesaurus =    "Antialiasing; Computational geometry; Hidden feature
                 removal",
  treatment =    "P Practical",
  who = "Havran Vlastimil: REN-0148",
}


@Article{Strothotte:1994:HRF,
  author =       "T. Strothotte and B. Preim and A. Raab and J. Schumann
                 and D. R. Forsey",
  title =        "How to Render Frames and Influence People",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "13",
  number =       "3",
  pages =        "C/455--C/466",
  month =        "????",
  year =         "1994",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Mon Apr 14 10:23:20 MDT 1997",
  acknowledgement = ack-nhfb,
  classification = "C6130B (Graphics techniques); C6180 (User
                 interfaces); C7440 (Civil and mechanical engineering
                 computing); C7440 (Civil and mechanical engineering)",
  conflocation = "Oslo, Norway; 12-16 Sept. 1994",
  conftitle =    "15th Annual Conference and Exhibition.
                 EUROGRAPHICS'94",
  corpsource =   "Dept. of Simulation and Graphics, Otto-von-Guericke
                 Univ. of Magdeburg, Germany",
  keywords =     "architectural CAD; architectural design; Architectural
                 design; architectural drawings; Architectural drawings;
                 architectural drawings; CAD; frame rendering; Frame
                 rendering; hand-down images; Hand-down images;
                 hand-down images; human factors; human-computer
                 interaction; Human-computer interaction; information
                 flow; Information flow; line styles; Line styles;
                 objective process; Objective process; primitives;
                 Primitives; primitives; prototypical; Prototypical
                 renderer; renderer; rendering (computer graphics);
                 rendering plants; Rendering plants; rendering plants;
                 rendering shadows; Rendering shadows; rendering
                 systems; Rendering systems; rendering systems;
                 subjective processes; Subjective processes; theoretical
                 framework; Theoretical framework; theoretical
                 framework; user interfaces",
  thesaurus =    "Architectural CAD; Human factors; Rendering [computer
                 graphics]; User interfaces",
  treatment =    "P Practical",
  who = "Havran Vlastimil: REN-0149",
}


@Article{Feda:1994:MCA,
  author =       "M. Feda and W. Purgathofer",
  title =        "A Median Cut Algorithm for Efficient Sampling of
                 Radiosity Functions",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "13",
  number =       "3",
  pages =        "C/433--C/442",
  month =        "????",
  year =         "1994",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Mon Apr 14 10:23:20 MDT 1997",
  acknowledgement = ack-nhfb,
  classification = "C4130 (Interpolation and function approximation);
                 C4260 (Computational geometry); C6130B (Graphics
                 techniques)",
  conflocation = "Oslo, Norway; 12-16 Sept. 1994",
  conftitle =    "15th Annual Conference and Exhibition.
                 EUROGRAPHICS'94",
  corpsource =   "Inst. of Comput. Graphics, Tech. Univ. Wien, Austria",
  keywords =     "(computer graphics); B-splines; computational
                 geometry; dark areas; Dark areas; form factors; Form
                 factors; Illumination functions; illumination
                 functions; lighting; median cut algorithm; Median cut
                 algorithm; Occlusion detection; occlusion detection;
                 radiosity functions; Radiosity functions; radiosity
                 functions; ray; ray tracing; Ray tracing; ray tracing;
                 rendering; sampling; Sampling; splines (mathematics);
                 tracing",
  thesaurus =    "Computational geometry; Lighting; Ray tracing;
                 Rendering [computer graphics]; Splines [mathematics]",
  treatment =    "P Practical; T Theoretical or Mathematical",
  who = "Havran Vlastimil: REN-0150",
}

@Article{Paulin:1994:AMG,
  author =       "M. Paulin and J.-P. Jessel",
  title =        "Adaptive Mesh Generation for Progressive Radiosity:
                 {A} Ray-tracing Based Algorithm",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "13",
  number =       "3",
  pages =        "C/421--C/432",
  month =        "????",
  year =         "1994",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Mon Apr 14 10:23:20 MDT 1997",
  acknowledgement = ack-nhfb,
  classification = "C4260 (Computational geometry); C6130B (Graphics
                 techniques)",
  conflocation = "Oslo, Norway; 12-16 Sept. 1994",
  conftitle =    "15th Annual Conference and Exhibition.
                 EUROGRAPHICS'94",
  corpsource =   "IRIT, Univ. Paul Sabatier, Toulouse, France",
  keywords =     "adaptive mesh generation; Adaptive mesh generation;
                 computational cost; Computational cost; illumination
                 function; Illumination function; illumination function;
                 illumination problem; Illumination problem;
                 interreflections; Interreflections; interreflections;
                 mesh generation; progressive radiosity; Progressive
                 radiosity; ray tracing; ray-; Ray-tracing; rendering
                 (computer graphics); rendering algorithms; Rendering
                 algorithms; sharp shadows; Sharp shadows; tracing",
  thesaurus =    "Mesh generation; Ray tracing; Rendering [computer
                 graphics]",
  treatment =    "P Practical; T Theoretical or Mathematical",
  who = "Havran Vlastimil: REN-0151",
}

@InProceedings{Kumar:1995:IDL,
  author =       "Subodh Kumar and Dinesh Manocha and Anselmo Lastra",
  title =        "Interactive Display of Large-Scale {NURBS} Models",
  editor =       "Pat Hanrahan and Jim Winget",
  pages =        "51--58",
  booktitle =    "1995 Symposium on Interactive {3D} Graphics",
  year =         "1995",
  organization = "ACM SIGGRAPH",
  month =        apr,
  note =         "ISBN 0-89791-736-7",
  who = "Havran Vlastimil: REN-0152",
}


@Article{Mitchell:1992:ICR,
  author =       "Don Mitchell and Pat Hanrahan",
  editor =       "Edwin E. Catmull",
  title =        "Illumination from curved reflectors",
  journal =      "Computer Graphics",
  volume =       "26",
  number =       "2",
  pages =        "283--291",
  month =        Jul,
  year =         "1992",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  conference =   "held in Chicago, Illinois; 26--31 July 1992",
  keywords =     "automatic differentiation, caustics, differential
                 geometry, geometrical optics, global illumination,
                 interval arithmetic, ray tracing, wavefronts",
  who = "Havran Vlastimil: REN-0153",
}


@Article{Smits:1992:IRA,
  author =       "Brian E. Smits and James R. Arvo and David H.
                 Salesin",
  editor =       "Edwin E. Catmull",
  title =        "An importance-driven radiosity algorithm",
  journal =      "Computer Graphics",
  volume =       "26",
  number =       "2",
  pages =        "273--282",
  month =        Jul,
  year =         "1992",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  conference =   "held in Chicago, Illinois; 26--31 July 1992",
  keywords =     "importance function, adaptive meshing, hierarchical
                 radiosity, adjoint transport equation, global
                 illumination, view-dependence",
  who = "Havran Vlastimil: REN-0154",
}


@Article{Ward:1992:MMA,
  author =       "Gregory J. Ward",
  editor =       "Edwin E. Catmull",
  title =        "Measuring and modeling anisotropic reflection",
  journal =      "Computer Graphics",
  volume =       "26",
  number =       "2",
  pages =        "265--272",
  month =        Jul,
  year =         "1992",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  conference =   "held in Chicago, Illinois; 26--31 July 1992",
  keywords =     "reflectance, monte carlo, ray tracing, shading",
  who = "Havran Vlastimil: REN-0155",
}


@Article{Westin:1992:PRF,
  author =       "Stephen H. Westin and James R. Arvo and Kenneth E.
                 Torrance",
  editor =       "Edwin E. Catmull",
  title =        "Predicting reflectance functions from complex
                 surfaces",
  journal =      "Computer Graphics",
  volume =       "26",
  number =       "2",
  pages =        "255--264",
  month =        Jul,
  year =         "1992",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  conference =   "held in Chicago, Illinois; 26--31 July 1992",
  keywords =     "spherical harmonics, monte carlo, anisotropic
                 reflection, brdf",
  who = "Havran Vlastimil: REN-0156",
}


@Article{He:1992:FAL,
  author =       "Xiao D. He and Patric O. Heynen and Richard L.
                 Phillips and Kenneth E. Torrance and David H. Salesin
                 and Donald P. Greenberg",
  editor =       "Edwin E. Catmull",
  title =        "A fast and accurate light reflection model",
  journal =      "Computer Graphics",
  volume =       "26",
  number =       "2",
  pages =        "253--254",
  month =        Jul,
  year =         "1992",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  conference =   "held in Chicago, Illinois; 26--31 July 1992",
  keywords =     "reflectance model, multimedia",
  who = "Havran Vlastimil: REN-0157",
}


@Article{Segal:1992:FSL,
  author =       "Mark Segal and Carl Korobkin and Rolf van Widenfelt
                 and Jim Foran and Paul Haeberli",
  editor =       "Edwin E. Catmull",
  title =        "Fast shadows and lighting effects using texture
                 mapping",
  journal =      "Computer Graphics",
  volume =       "26",
  number =       "2",
  pages =        "249--252",
  month =        Jul,
  year =         "1992",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  conference =   "held in Chicago, Illinois; 26--31 July 1992",
  who = "Havran Vlastimil: REN-0158",
}


@Article{Takala:1992:SR,
  author =       "Tapio Takala and James Hahn",
  editor =       "Edwin E. Catmull",
  title =        "Sound rendering",
  journal =      "Computer Graphics",
  volume =       "26",
  number =       "2",
  pages =        "211--220",
  month =        Jul,
  year =         "1992",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  conference =   "held in Chicago, Illinois; 26--31 July 1992",
  keywords =     "audio, multimedia, soundtrack, physically-based
                 modeling, virtual reality",
  who = "Havran Vlastimil: REN-0159",
}

@InProceedings{borges91b,
  author =       "Carlos F. Borges",
  title =        "Trichromatic approximation for computer graphics
                 illumination models",
  pages =        "101--104",
  journal =      "Computer Graphics (SIGGRAPH '91 Proceedings)",
  volume =       "25",
  number =       "4",
  year =         "1991",
  month =        Jul,
  editor =       "Thomas W. Sederberg",
  conference =   "held in Las Vegas, Nevada; 28 July - 2 August 1991",
  keywords =     "illumination models, trichromatic approximation,
                 tristimulus coordinates, spectral power density spd,
                 spectral reflectance, seminorm",
  annote =       "The complexity of computer graphics illumination
                 models and the associated need to find ways of reducing
                 evaluation time has led to the use of two methods for
                 simplifying the spectral data needed for an exact
                 solution. The first method, where spectral data is
                 sampled at a number of discrete points, has been
                 intensively investigated and bounds for the error are
                 known. Unfortunately, the second method, where spectral
                 data is replaced with tristimulus values (such as RGB
                 values), is very little understood even though it is
                 widely used. In this paper we examine the error
                 incurred by the use of this method by investigating the
                 problem of approximating the tristimulus coordinated of
                 light reflected from a surface from those of the source
                 and the surface. A variation on a well known and widely
                 used approximation is presented. This variation uses
                 the XYZ primaries which have unique properties that
                 yield straightforward analytical bounds for the
                 approximation error. This analysis is important because
                 it gives a sound mathematical footing to the widely
                 used method of trichromatic approximation. The error
                 bounds will give some insights into the factors that
                 affect accuracy and will indicate why this method often
                 works quite well in practice.",
  who = "Havran Vlastimil: REN-0160",
}


@InProceedings{kirk91b,
  author =       "David Kirk and James Arvo",
  title =        "Unbiased sampling techniques for image synthesis",
  pages =        "153--156",
  journal =      "Computer Graphics (SIGGRAPH '91 Proceedings)",
  volume =       "25",
  number =       "4",
  year =         "1991",
  month =        Jul,
  editor =       "Thomas W. Sederberg",
  conference =   "held in Las Vegas, Nevada; 28 July - 2 August 1991",
  keywords =     "adaptive sampling, antialiasing, monte carlo,
                 statistical bias",
  annote =       "We examine a class of adaptive sampling techniques
                 employed in image synthesis and show that those
                 commonly used for efficient anti-aliasing are
                 statistically biased. This bias is dependent upon the
                 image function being sampled as well as the strategy
                 for determining the number of samples to use. It is
                 most prominent in areas of high contrast and is
                 attributable to early stages of sampling systematically
                 favoring one extreme or the other. If the expected
                 outcome of the entire adaptive sampling algorithm is
                 considered, we find that the bias of the early
                 decisions is still present in the final estimator. We
                 propose an alternative strategy for performing adaptive
                 sampling that is unbiased but potentially more costly.
                 We conclude that it may not always be practical to
                 mitigate this source of bias, but as a source of error
                 it should be considered when high accuracy and image
                 fidelity are a central concern.",
  who = "Havran Vlastimil: REN-0161",
}


@Article{Velho:1991:DHS,
  author =       "Luiz Velho and Jonas de Miranda Gomes",
  editor =       "Thomas W. Sederberg",
  title =        "Digital halftoning with space filling curves",
  journal =      "Computer Graphics",
  volume =       "25",
  number =       "4",
  pages =        "81--90",
  month =        Jul,
  year =         "1991",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  conference =   "held in Las Vegas, Nevada; 28 July -- 2 August 1991",
  keywords =     "digital halftoning, quantization, dithering, space
                 filling curves, bilevel display",
  who = "Havran Vlastimil: REN-0162",
}


@InProceedings{hanrahan91a,
  author =       "Pat Hanrahan and David Salzman and Larry Aupperle",
  title =        "A rapid hierarchical radiosity algorithm",
  pages =        "197--206",
  journal =      "Computer Graphics (SIGGRAPH '91 Proceedings)",
  volume =       "25",
  number =       "4",
  year =         "1991",
  month =        Jul,
  editor =       "Thomas W. Sederberg",
  conference =   "held in Las Vegas, Nevada; 28 July - 2 August 1991",
  keywords =     "radiosity, ray tracing, global illumination, n-body
                 problem",
  annote =       "This paper presents a rapid hierarchical radiosity
                 algorithm for illuminating scenes containing large
                 polygonal patches. The algorithm constructs a
                 hierarchical representation of the form factor matrix
                 by adaptively subdividing patches into subpatches
                 according to a user- supplied error bound. The
                 algorithm guarantees that all form factors are
                 calculated to the same precision, removing many common
                 image artifacts due to in accurate form factors. More
                 importantly, the algorithm decomposes the form factor
                 matrix into at most O(n) blocks (where n is the number
                 of elements). Previous radiosity algorithms represented
                 the element-to- element transport interactions with n2
                 form factors. Visibility algorithms are given that work
                 well with this approach. Standard techniques for
                 shooting and gathering can be used with the
                 hierarchical representation to solve for equilibrium
                 radiosities, but we also discuss using a
                 brightness-weighted error criteria, in conjuction with
                 multigridding, to even more rapidly progressively
                 refine the image.",
  who = "Havran Vlastimil: REN-0163",
}

@InProceedings{sillion91b,
  author =       "Francois X. Sillion and James R. Arvo and Stephen H.
                 Westin and Donald P. Greenberg",
  title =        "A global illumination solution for general reflectance
                 distributions",
  pages =        "187--196",
  journal =      "Computer Graphics (SIGGRAPH '91 Proceedings)",
  volume =       "25",
  number =       "4",
  year =         "1991",
  month =        Jul,
  editor =       "Thomas W. Sederberg",
  conference =   "held in Las Vegas, Nevada; 28 July - 2 August 1991",
  keywords =     "global illumination, brdf, specular reflection,
                 directional-diffuse, progressive radiosity, spherical
                 harmonics",
  annote =       "A general light transfer simulation algorithm for
                 environments composed of materials with arbitrary
                 reflectance functions is presented. This algorithm
                 removes the previous practical restriction to ideal
                 specular and/or ideal diffuse environments, and
                 supports complex physically based reflectance
                 distributions. This is accomplished by extending
                 previous two-pass ray-casting radiosity approaches to
                 handle non-uniform intensity distributions, and
                 resolving all possible energy transfers between sample
                 points. An implementation is described based on a
                 spherical harmonic decomposition for encoding both
                 bidirectional reflectance distribution functions for
                 materials, and directional intensity distributions for
                 illuminated surfaces. The method compares favorably
                 with experimental measurements.",
  who = "Havran Vlastimil: REN-0164",
}


@InProceedings{he91a,
  author =       "Xiao D. He and Kenneth E. Torrance and Francois X.
                 Sillion and Donald P. Greenberg",
  title =        "A comprehensive physical model for light reflection",
  pages =        "175--186",
  journal =      "Computer Graphics (SIGGRAPH '91 Proceedings)",
  volume =       "25",
  number =       "4",
  year =         "1991",
  month =        Jul,
  editor =       "Thomas W. Sederberg",
  conference =   "held in Las Vegas, Nevada; 28 July - 2 August 1991",
  keywords =     "reflectance model, specular and diffuse reflection,
                 comparison with experiment",
  annote =       "A new general reflectance model for computer graphics
                 is presented. The model is based on physical optics and
                 describes specular, directional diffuse, and uniform
                 diffuse reflection by a surface. The reflected light
                 pattern depends on wavelength, incidence angle, two
                 surface roughness parameters, and surface refractive
                 index. The formulation is self consistent in terms of
                 polarization, surface roughness, masking/shadowing, and
                 energy. The model applies to a wide range of materials
                 and surface finishes and provides a smooth transition
                 from diffuse-like to specular reflection as the
                 wavelength and incidence angle are increased or the
                 surface roughness is decreased. The model is analytic
                 and suitable for Computer Graphics applications.
                 Predicted reflectance distributions compare favorably
                 with experiment. The model is applied to metallic,
                 nonmetallic, and plastic materials, with smooth and
                 rough surfaces.",
  who = "Havran Vlastimil: REN-0165",
}


@InProceedings{chen91b,
  author =       "Shenchang Eric Chen and Holly E. Rushmeier and Gavin
                 Miller and Douglass Turner",
  title =        "A progressive multi-pass method for global
                 illumination",
  pages =        "165--174",
  journal =      "Computer Graphics (SIGGRAPH '91 Proceedings)",
  volume =       "25",
  number =       "4",
  year =         "1991",
  month =        Jul,
  editor =       "Thomas W. Sederberg",
  conference =   "held in Las Vegas, Nevada; 28 July - 2 August 1991",
  keywords =     "radiosity, ray tracing, monte carlo, caustics, global
                 illumination, progressive refinement",
  annote =       "A new progressive global illumination method is
                 presented which produces approximate images quickly,
                 and then continues to systematically produce more
                 accurate images. The method combines the existing
                 methods of progressive refinement radiosity, Monte
                 Carlo path tracing and light ray tracing. The method
                 does not place any limitation on surface properties
                 such as ideal Lambertian or mirror-like. To increase
                 efficiency and accuracy, the new concepts of light
                 source reclassification, caustics reconstruction, Monte
                 Carlo path tracing with a radiosity preprocess and an
                 interruptible radiosity solution are introduced. The
                 method presents the user with most useful information
                 about the scene as early a possible by reorganizing the
                 method into a radiosity pass, a high frequency
                 refinement pass and a low frequency refinement pass.
                 The implementation of the method is demonstrated, and
                 sample images are presented.",
  who = "Havran Vlastimil: REN-0166",
}

@Article{Muraki:1991:VSD,
  author =       "Shigeru Muraki",
  editor =       "Thomas W. Sederberg",
  title =        "Volumetric shape description of range data using
                 ``Blobby Model''",
  journal =      "Computer Graphics",
  volume =       "25",
  number =       "4",
  pages =        "227--235",
  month =        Jul,
  year =         "1991",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  conference =   "held in Las Vegas, Nevada; 28 July -- 2 August 1991",
  keywords =     "blobby model, generalized algebraic surface, implicit
                 surface, volumetric shape description, range data
                 analysis, energy minimization, ray tracing",
  who = "Havran Vlastimil: REN-0167",
}


@InProceedings{baum91a,
  author =       "Daniel R. Baum and Stephen Mann and Kevin P. Smith and
                 James M. Winget",
  title =        "Making radiosity usable: Automatic preprocessing and
                 meshing techniques for the generation of accurate
                 radiosity solutions",
  pages =        "51--60",
  journal =      "Computer Graphics (SIGGRAPH '91 Proceedings)",
  volume =       "25",
  number =       "4",
  year =         "1991",
  month =        Jul,
  editor =       "Thomas W. Sederberg",
  conference =   "held in Las Vegas, Nevada; 28 July - 2 August 1991",
  keywords =     "radiosity, mesh-generation",
  annote =       "Generating accurate radiosity solutions of real world
                 environments is user-intensive and requires significant
                 knowledge of the method. As a result, few end-users
                 such as architects and designers use it. The output of
                 most commercial modeling packages must be substantially
                 {"}cleaned-up{"} to satisfy the geometrical and
                 topological criteria imposed by radiosity solution
                 algorithms. Furthermore, the mesh used as the basis of
                 the radiosity computation must meet several additional
                 requirements for the solution to be accurate. \\ A set
                 of geometrical and topological requirements is
                 formalized that when satisfied yields an accurate
                 radiosity solution. A series of algorithms is
                 introduced that automatically processes raw model
                 databases to meet these requirements. Thus, the
                 end-user can concentrate on the design rather than on
                 the details of the radiosity solution process. These
                 algorithms are generally independent of the radiosity
                 solution technique used, and thus apply to all mesh
                 based radiosity methods.",
  who = "Havran Vlastimil: REN-0168",
}

@InProceedings{dorsey91a,
  author =       "Julie O'B. Dorsey and Francois X. Sillion and Donald
                 P. Greenberg",
  title =        "Design and simulation of opera lighting and projection
                 effects",
  pages =        "41--50",
  journal =      "Computer Graphics (SIGGRAPH '91 Proceedings)",
  volume =       "25",
  number =       "4",
  year =         "1991",
  month =        Jul,
  editor =       "Thomas W. Sederberg",
  conference =   "held in Las Vegas, Nevada; 28 July - 2 August 1991",
  keywords =     "opera and stage design, angular projection,
                 simulation, radiosity directional light sources,
                 texture mapping",
  annote =       "A major problem challenging opera designers is the
                 inability to coordinate lighting, projection systems,
                 and set designs in the preliminary planning phase. New
                 computer graphics techniques, which provide the set and
                 lighting designer the opportunity to evaluate, test,
                 and control opera designs prior to the construction of
                 full scale systems are presented. These techniques -
                 light source input, simulation of directional lighting,
                 modeling of scenic projection systems, and full
                 three-dimensional simulation - show the potential for
                 the use of computer graphics in theater design. \\ The
                 light source input component consists of a program for
                 assigning light source attributes with a set of theater
                 lighting icons. This module allows a designer to
                 specify light source characteristics in a way familiar
                 to the discipline and to make preliminary evaluations
                 of the lighting conditions. \\ An extended progressive
                 radiosity method is introduced to simulate the
                 directional lighting characteristics which are
                 specified by the input program. \\ A new projection
                 approach is presented to simulate the optical effects
                 of scenic projectors. In addition, a solution to the
                 distortion problem produced by angular projections is
                 described. \\ The above components are integrated to
                 produce full three- dimensional simulations of the
                 global illumination effects in an opera scene.",
  who = "Havran Vlastimil: REN-0169",
}

@InProceedings{perlin89a,
  author =       "Ken Perlin and Eric M. Hoffert",
  title =        "Hypertexture",
  pages =        "253--262",
  journal =      "Computer Graphics (SIGGRAPH '89 Proceedings)",
  volume =       "23",
  number =       "3",
  year =         "1989",
  month =        Jul,
  editor =       "Jeffrey Lane",
  conference =   "held in Boston, Massachusetts; 31 July -- 4 August
                 1989",
  keywords =     "volume rendering, noise, turbulence, translucency,
                 opacity, volume modeling, parallel rendering,
                 distributed rendering, hypertexture, generalized
                 boolean, density modulation function DMF, ray marching,
                 furrier synthesis",
  annote =       "volume-related texturing via a ``ray marching''
                 algorithm \\ We model phenomena intermediate between
                 shape and texture by using space-filling applicative
                 functions to modulate density. The model is essentially
                 an extension of procedural solid texture synthesis, but
                 evaluated throughout a volumetric region instead of
                 only at surfaces. \\ We have been able to obtain
                 visually realistic representations of such
                 shape+texture ({\em hypertexture}) phenomena as hair,
                 fur, fire, glass, fluid flow and erosion effects. We
                 show how this is done, first by describing a set of
                 base level functions to provide basic texture and
                 control capabilities, then by combining these to
                 synthesize various phenomena. \\ Hypertexture exists
                 within an intermediate region between object and
                 non-object. We introduce a notion of {\em generalized
                 boolean shape operators} to combine shapes having such
                 a region. \\ Rendering is accomplished by {\em ray
                 marching} from the eye point through the volume to
                 accumulate opacity along each ray. We have implemented
                 our hypertexture rendering algorithms on a traditional
                 serial computer, a distributed network of computers and
                 a coarse-grain MIMD computer. Extensions to the
                 rendering technique incorporating refraction and
                 reflection effects are discussed.",
  who = "Havran Vlastimil: REN-0170",
}


@Article{Buckalew:1989:INF,
  author =       "Chris Buckalew and Donald Fussell",
  editor =       "Jeffrey Lane",
  title =        "Illumination Networks: Fast Realistic Rendering with
                 General Reflectance Functions",
  journal =      "Computer Graphics",
  volume =       "23",
  number =       "3",
  pages =        "89--98",
  month =        Jul,
  year =         "1989",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  conference =   "held in Boston, Massachusetts; 31 July -- 4 August
                 1989",
  keywords =     "global illumination, radiosity, ray tracing, memory,
                 specular, diffuse, data structure, incremental, ray
                 space",
  who = "Havran Vlastimil: REN-0171",
}


@InProceedings{rockwood89a,
  author =       "Alyn Rockwood and Kurt Heaton and Tom Davis",
  title =        "Real-Time Rendering of Trimmed Surfaces",
  pages =        "107--116",
  journal =      "Computer Graphics (SIGGRAPH '89 Proceedings)",
  volume =       "23",
  number =       "3",
  year =         "1989",
  month =        Jul,
  editor =       "Jeffrey Lane",
  conference =   "held in Boston, Massachusetts; 31 July -- 4 August
                 1989",
  keywords =     "trimmed NURBS and Bezier surfaces, faceting, roots of
                 nonlinear equations, view-driven tesselation and
                 graphics systems",
  who = "Havran Vlastimil: REN-0172",
}


@Article{Cohen:1985:HAR,
  author =       "M. F. Cohen and D. P. Greenberg",
  editor =       "B. A. Barsky",
  title =        "The Hemi-Cube: {A} Radiosity For Complex
                 Environments",
  journal =      "Computer Graphics",
  volume =       "19",
  number =       "3",
  pages =        "31--40",
  month =        Jul,
  year =         "1985",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  annote =       "One of the early papers on radiosity. Introduces the
                 use of the hemi-cube for form factor calculations.
                 Doesn't mention parallelism, but its use is hinted
                 at.",
  conference =   "held in San Francisco, CA; 22--26 July 1985",
  keywords =     "I37 hemi-cube, I37 image synthesis",
  who = "Havran Vlastimil: REN-0173",
}

@TechReport{Sochor98,
  author = "J. Sochor and R. Oslejsek",
  title = "Object-oriented Graphics Architectures for Global Illumination",
  pages = 17,
  institution = "Faculty of Informatics, Masaryk University, Brno,
                 Czech Republic",
  year = 1998,
  month = dec,
  number = "FIMU-RS-98-08",
  http = "http://www.fi.muni.cz/informatics/reports/pdf/FIMU-RS-98-08.pdf",
  who  = "Havran Vlastimil: REN-0174",
}

@Article{Blinn76,
  author =       "J.F. Blinn and M.E. Newell",
  title =        "Texture and Reflection in Computer Generated Images",
  journal =      "CACM",
  volume =       "19",
  number =       "10",
  month =        oct,
  year =         "1976",
  pages =        "542--547",
  keywords =     "computer graphics, graphics display, shading,
                  hidden surface removal",
  who  = "Havran Vlastimil: REN-0175",
}

@Article{Levin76,
  author =       "Joshua Levin",
  title =        "A Paramatric Algorithm for Drawing Pictures of Solid Objects
                  Composed of Quadric Surfaces",
  journal =      "CACM",
  volume =       "19",
  number =       "10",
  month =        oct,
  year =         "1976",
  pages =        "555--563",
  keywords =     "computer graphics, hidden surface removal, quadric surface
                  intersection curves",
  who  = "Havran Vlastimil: REN-0176",
}


@InProceedings{Fournier95-LGIB,
  author =       "Alain Fournier",
  editor =       "P. M. Hanrahan and W. Purgathofer",
  year =         "1995",
  title =        "From {Local} to {Global} {Illumination} and {Back}",
  booktitle =    "Rendering Techniques '95 (Proceedings of the Sixth
                 Eurographics Workshop on Rendering)",
  pages =        "127--136",
  publisher =    "Springer-Verlag",
  address =      "New York, NY",
  comments =     "ISBN 3-211-82733-1; Reprinted as Appendix B in ACM
                 SIGGRAPH '96 Course Notes - Global Illumination in
                 Architecture and Entertainment",
  who  = "Havran Vlastimil: REN-0177",
}


@InProceedings{Sillion95-CARCG,
  author =       "Francois Sillion and George Drettakis and Cyril
                 Soler",
  editor =       "P. M. Hanrahan and W. Purgathofer",
  year =         "1995",
  title =        "A {Clustering} {Algorithm} for {Radiance}
                 {Calculation} in {General} {Environments}",
  booktitle =    "Rendering Techniques '95 (Proceedings of the Sixth
                 Eurographics Workshop on Rendering)",
  pages =        "196--205",
  publisher =    "Springer-Verlag",
  address =      "New York, NY",
  comments =     "ISBN 3-211-82733-1",
  who  = "Havran Vlastimil: REN-0178",
}


@TechReport{EVL-1995-8,
  year =         "1995",
  type =         "Research paper",
  title =        "The Stochastic Ray Method for Radiosity",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1995-8",
  author =       "L{\'a}szl{\'o} Neumann and Werner Purgathofer and
                 Robert F. Tobler and Attila Neumann and Pavol Eli{\'a}s
                 and Martin Feda and Xavier Pueyo",
  abstract =     "This paper solves the system of radiosity equations
                 with anumerical approach rather than with a physical
                 interpretation as most current algorithms do. Due to
                 the high complexity of the problem for highly complex
                 scenes, a stochastic variation of Jacobi iteration is
                 developed which converges stochastically tothe correct
                 solution. The new method, called Stochastic Ray Method,
                 is a significant improvement of Stochastic Radiosity.
                 Alarge number of independent rays is chosen
                 stochastically by importance sampling of the patches
                 according to their power afterthe previous iteration
                 step. They all carry an equal amount of power into
                 random directions, thereby representing together
                 thetotal energy interreflection of the entire
                 environment in a stochastic manner. Assuming a
                 correctly distributed initialsolution, which can be
                 reached easily, the iteration process converges quickly
                 and reduces the error in the result faster thanother
                 stochastic radiosity approaches. The new algorithm can
                 easily be extended to treat various phenomena which
                 arenormally rather costly to incorporate in radiosity
                 environments: specular reflection and specular
                 transmittance, non-diffuseemission and point light
                 sources.",
  language =     "en",
  institution =  "Institute of Computer Graphics, Technical University
                 of Vienna",
  who  = "Havran Vlastimil: REN-0179",
}


@InProceedings{Dutre95,
  author =       "Ph. Dutre' and Y. D. Willems",
  title =        "Potential-driven Monte Carlo Particle Tracing for
                 Diffuse Environments with Adaptive Probability Density
                 Functions",
  booktitle =    "Rendering Techniques '95 (Proceedings of the Sixth
                 Eurographics Workshop on Rendering)",
  pages =        "306--315",
  publisher =    "Springer-Verlag",
  address =      "New York",
  year =         "1995",
  keywords =     "monte carlo",
  who  = "Havran Vlastimil: REN-0180",
}


@InProceedings{Potmesil83,
  author =       "Michael Potmesil and Indranil Chakravarty",
  title =        "Modeling Motion Blur in Computer-Generated Images",
  booktitle =    "Computer Graphics (SIGGRAPH '83 Proceedings)",
  pages =        "389--99",
  month =        Jul,
  year =         "1983",
  keywords =     "motion blur",
  note =         "Published as Computer Graphics (SIGGRAPH '83
                 Proceedings), volume 17, number 3",
  who  = "Havran Vlastimil: REN-0181",
}

@Article{Potmesil:1981:LAC,
  author =       "M. Potmesil and I. Chakravarty",
  title =        "A lens and aperture {CAM} model for synthetic image
                 generation",
  journal =      "Computer Graphics",
  volume =       "15",
  number =       "3",
  pages =        "297--305",
  month =        Aug,
  year =         "1981",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  conference =   "held in Dallas, Texas; July 1981",
  keywords =     "I33 synthetic image generation",
  who  = "Havran Vlastimil: REN-0182",
}


@TechReport{EVL-1994-30,
  year =         "1994",
  type =         "Research paper",
  title =        "Coherence in scan-line algorithms for {CSG}",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1994-30",
  author =       "Eduard Gr{\"o}ller and Peter Brunner",
  abstract =     "Scan-line algorithms for visibility calculation
                 exploit various types of coherence properties. Several
                 scan-line algorithms for Constructive Solid Geometry
                 (CSG) are discussed. In one approach CSG primitives are
                 represented by polygonal approximations. Another
                 technique processes CSG primitives as general quadric
                 surfaces. We investigate the handling of frequently
                 occurring quadric surfaces (cube, cone, sphere,
                 cylinder) as distinct cases. Thus the differing
                 properties of such objects can be used more efficiently
                 than a uniform approach would allow. A so called eBRep
                 (extended Boundary Representation) is defined for the
                 frequently occurring quadric surfaces. An eBRep is an
                 exact representation of a quadric object and contains
                 curved edges and faces. For each of the above mentioned
                 quadric surfaces a different, geometry dependent eBRep
                 is specified. A comparison between the polygon-based
                 scan-line algorithm for CSG and our eBRep based
                 approach is done. eBRep is a storage efficient exact
                 representation of quadric surfaces, well suited for
                 scan-line visibility determination.",
  language =     "en",
  keywords =     "CSG, quadrics, scan line algorithm, extended BRep,
                 curved edges",
  institution =  "Institute for Computergraphics, Technical University
                 Vienna",
  who  = "Havran Vlastimil: REN-0183",
}


@InProceedings{Pulli:1997:VBR,
  author =       "Kari Pulli and Michael Cohen and Tom Duchamp and
                 Hugues Hoppe and Linda Shapiro and Werner Stuetzle",
  title =        "View-based Rendering: Visualizing Real Objects from
                 Scanned Range and Color Data",
  booktitle =    "Eurographics Rendering Workshop 1997",
  editor =       "Julie Dorsey and Philipp Slusallek",
  year =         "1997",
  organization = "Eurographics",
  publisher =    "Springer Wien",
  address =      "New York City, NY",
  month =        jun,
  pages =        "23--34",
  note =         "ISBN 3-211-83001-4",
  annote =       "Modeling arbitrary real objects is difficult and
                 rendering textured models typically does not result in
                 realistic images. We describe a new method for
                 displaying scanned real objects, called view-based
                 rendering. The method takes as input a collection of
                 colored range images covering the objectand creates a
                 collection of partial object models. These partial
                 models are rendered separately using traditional
                 graphics hardware and blended together using various
                 weights and soft z-buffering. We demonstrate
                 interactive viewing of real, non-trivial objects that
                 would be difficult to model using traditional
                 methods.",
  who  = "Havran Vlastimil: REN-0184",
}


@InProceedings{Bolin:1997:EMM,
  author =       "Mark A. Bolin and Gary W. Meyer",
  title =        "An Error Metric for Monte Carlo Ray Tracing",
  booktitle =    "Eurographics Rendering Workshop 1997",
  editor =       "Julie Dorsey and Philipp Slusallek",
  year =         "1997",
  organization = "Eurographics",
  publisher =    "Springer Wien",
  address =      "New York City, NY",
  month =        jun,
  pages =        "57--68",
  note =         "ISBN 3-211-83001-4",
  annote =       "A method is presented for characterizing and error in
                 Monte Carlo realistic image synthesis calculations. An
                 error metric has been developed that can be used to
                 control the variance in the final picture by choosing
                 both the number of rays to be cast into the iamge plane
                 and the number of rays to be spawned at each bounce in
                 the environment. The method provides specific guidance
                 in how to apply Russian Roulette and splitting at each
                 level of the ray tree. An initial implementation of the
                 method has been done to test the theory and to
                 illustrate its mechanics.",
  who  = "Havran Vlastimil: REN-0185",
}


@InProceedings{Stuerzlinger:1997:IRG,
  author =       "Wolfgang St{\"{u}}rzlinger and Rui Bastos",
  title =        "Interactive Rendering of Globally Illuminated Glossy
                 Scenes",
  booktitle =    "Eurographics Rendering Workshop 1997",
  editor =       "Julie Dorsey and Philipp Slusallek",
  year =         "1997",
  organization = "Eurographics",
  publisher =    "Springer Wien",
  address =      "New York City, NY",
  month =        jun,
  pages =        "93--102",
  note =         "ISBN 3-211-83001-4",
  annote =       "Global illumination simulates all transfers of light
                 in a scene. The results of the simulation are then used
                 to generate photo-realistic images. Scenes with diffuse
                 surfaces only can be displayed in real-time using the
                 results of radiosity methods. Images of scenes with
                 more general surfaces are created with methods based on
                 ray tracing but do not achieve interactive frame rates.
                 This paper presents a new algorithm for the display of
                 globally illuminated scenes at interactive speeds. A
                 photon tracing phase computes an approximation to the
                 global illumination. The rendering phase splats the
                 contribution of each photon hit onto the corresponding
                 surface taking reflectance properties and viewing
                 direction into account. Results demonstrate that this
                 method allows to render images of globally illuminated
                 scenes with glossy surfaces at interactive frame
                 rates.",
  who  = "Havran Vlastimil: REN-0186",
}


@InProceedings{Pighin:1997:PPR,
  author =       "Fr{\'{e}}d{\'{e}}ric P. Pighin and Dani Lischinski and
                 David Salesin",
  title =        "Progressive Previewing of Ray-Traced Images Using
                 Image Plane Discontinuity Meshing",
  booktitle =    "Eurographics Rendering Workshop 1997",
  editor =       "Julie Dorsey and Philipp Slusallek",
  year =         "1997",
  organization = "Eurographics",
  publisher =    "Springer Wien",
  address =      "New York City, NY",
  month =        jun,
  pages =        "115--126",
  note =         "ISBN 3-211-83001-4",
  annote =       "This paper presents a new method for progressively
                 previewing a ray-traced image while it is being
                 computed. Our method constructs and incrementally
                 updates a constrained Delaunay triangulation of the
                 image plane. The points in the triangulation correspond
                 to all of the image samples that have been computed by
                 the ray tracer, and the constraint edges correspond to
                 various important discontinuity edges in the image. The
                 triangulation is displayed using hardware Gouraud
                 shading, yielding a piecewise-linear approximation to
                 the final image. Texture mapped surfaces, as well as
                 other regions in the image that are not well
                 approximated by linear interpolation, are handled with
                 the aid of hardware texture mapping.",
  who  = "Havran Vlastimil: REN-0187",
}


@InProceedings{Wong:1997:GDT,
  author =       "{Tien-Tsin} Wong and {Wai-Yin} Ng and {Pheng-Ann}
                 Heng",
  title =        "A Geometry Dependent Texture Generation Framework for
                 Simulating Surface Imperfections",
  booktitle =    "Eurographics Rendering Workshop 1997",
  editor =       "Julie Dorsey and Philipp Slusallek",
  year =         "1997",
  organization = "Eurographics",
  publisher =    "Springer Wien",
  address =      "New York City, NY",
  month =        jun,
  pages =        "139--150",
  note =         "ISBN 3-211-83001-4",
  annote =       "To model surface imperfections and weathering, we
                 propose a two-step texture generation framework in
                 between manual texture synthesis and automatic physical
                 simulation. Although the pattern of blemishes looks
                 random, the systematic and geometry dependent nature of
                 the underlying distribution is still observable. A
                 distribution of tendency (potential to contain
                 blemishes) is modeled in the first step, which includes
                 user control and geometric information. The second
                 generates and distributes an irregular blemish pattern
                 according to the modeled tendency distribution. As
                 examples we model three common surface imperfections;
                 dust accumulation, patina and peeling.",
  who  = "Havran Vlastimil: REN-0188",
}

@InProceedings{Willmott:1997:ECP,
  author =       "Andrew J. Willmott and Paul S. Heckbert",
  title =        "An Empirical Comparison of Progressive and Wavelet
                 Radiosity",
  booktitle =    "Eurographics Rendering Workshop 1997",
  editor =       "Julie Dorsey and Philipp Slusallek",
  year =         "1997",
  organization = "Eurographics",
  publisher =    "Springer Wien",
  address =      "New York City, NY",
  month =        jun,
  pages =        "175--186",
  note =         "ISBN 3-211-83001-4",
  annote =       "This paper presents a comparison of basic progressive
                 and wavelet radiosity algorithms. Several variants of
                 each algorithm were run on a set of scenes at several
                 parameter settings, and results were examined in terms
                 of their error, speed, and memory consumption. We did
                 not compare more advanced variations such as clustering
                 or discontinuity meshing. Our results show that
                 progressive radiosity with substructuring works fairly
                 well for all scenes. Among wavelet methods, the Haar
                 basis works best, while higher order methods suffer
                 because of extreme memory consumption and because poor
                 visibility handling causes discontinuous, blocky
                 shadows.",
  who  = "Havran Vlastimil: REN-0189",
}


@InProceedings{Daubert:1997:HLS,
  author =       "Katja Daubert and Hartmut Schirmacher and
                 Fran{\c{c}}ois X. Sillion and George Drettakis",
  title =        "Hierarchical Lighting Simulation for Outdoor Scenes",
  booktitle =    "Eurographics Rendering Workshop 1997",
  editor =       "Julie Dorsey and Philipp Slusallek",
  year =         "1997",
  organization = "Eurographics",
  publisher =    "Springer Wien",
  address =      "New York City, NY",
  month =        jun,
  pages =        "229--238",
  note =         "ISBN 3-211-83001-4",
  annote =       "Lighting algorithms for outdoor scenes suffer from the
                 sheer geometric and lighting complexity of such
                 environments. In this paper we introduce an efficient,
                 hierarchical solution to the problem of outdoor
                 illumination. Data structures and sampling algorithms
                 are presented, permitting the integration of complex
                 and natural objects in a hierarchical radiosity
                 simulation system. This new approach allows the
                 hierarchical simulation of radiant energy exchanges in
                 outdoor scenes for the first time, including terrain
                 and botanical models as well as sunlight and skylight.
                 This is accomplished by providing the necessary tools
                 to treat terrain meshes as a hierarchy of
                 light-exchanging objects, as well as an efficient
                 hierarchical representation for the sky dome. In
                 addition, refinement criteria are adapted to the
                 particular characteristics of natural lighting. Results
                 of our implementation are presented including
                 naturally-lit images of terrain-maps, trees and
                 buildings.",
  who  = "Havran Vlastimil: REN-0190",
}


@InProceedings{Myszkowski:1997:LRU,
  author =       "Karol Myszkowski",
  title =        "Lighting Reconstruction Using Fast and Adaptive
                 Density Estimation Techniques",
  booktitle =    "Eurographics Rendering Workshop 1997",
  editor =       "Julie Dorsey and Philipp Slusallek",
  year =         "1997",
  organization = "Eurographics",
  publisher =    "Springer Wien",
  address =      "New York City, NY",
  month =        jun,
  pages =        "251--262",
  note =         "ISBN 3-211-83001-4",
  annote =       "Monte Carlo (MC) photon shooting approach is becoming
                 an important global illumination technique in research
                 and commercial applications. In this work, we focus on
                 the problem of lighting reconstruction for planar
                 surfaces. Our contribution is in the development of
                 new, efficient photon density estimation techniques. We
                 formulate local error measures of lighting
                 reconstruction which under some reasonable constraints
                 imposed on the lighting function that behave like the
                 actual error. The minimization of our error estimates
                 is very fast for planar surfaces and usually leads to a
                 better quality lighting result than traditional
                 methods. Also, the local error estimation offers more
                 information than global error measures usually provided
                 by MC solvers, which are not good predictors of image
                 quality. We compare the actual error resulting from
                 various techniques, and evaluate the visual appearance
                 of the reconstructed lighting.",
  who  = "Havran Vlastimil: REN-0191",
}


@InProceedings{Bustillo:1997:NEU,
  author =       "Eduardo Bustillo",
  title =        "A Neuro-Evolutionary Unbiased Global Illumination
                 Algorithm",
  booktitle =    "Eurographics Rendering Workshop 1997",
  editor =       "Julie Dorsey and Philipp Slusallek",
  year =         "1997",
  organization = "Eurographics",
  publisher =    "Springer Wien",
  address =      "New York City, NY",
  month =        jun,
  pages =        "263--274",
  note =         "ISBN 3-211-83001-4",
  annote =       "In this paper we present a two pass unbiased global
                 illumination rendering algorithm. First pass
                 calculations are done shooting rays from light sources
                 and storing directional information in a growing
                 adaptive neural gas structure. The second pass is a ray
                 tracing process which uses this information to create
                 an evolving population of rays that tend to optimally
                 sample their surroundings. Finally, weighted Monte
                 Carlo integration is used with a dynamic Voronoi
                 diagram to reduce uncertainty in the solution.",
  who  = "Havran Vlastimil: REN-0192",
}


@InProceedings{Blasi:1997:ART,
  author =       "Philippe Blasi and Bertrand Le Sa{\"{e}}c and
                 G{\'{e}}rard Vignoles",
  title =        "Application of Rendering Techniques to Monte-Carlo
                 Physical Simulation of Gas Diffusion",
  booktitle =    "Eurographics Rendering Workshop 1997",
  editor =       "Julie Dorsey and Philipp Slusallek",
  year =         "1997",
  organization = "Eurographics",
  publisher =    "Springer Wien",
  address =      "New York City, NY",
  month =        jun,
  pages =        "297--308",
  note =         "ISBN 3-211-83001-4",
  keywords =     "gas diffusion, Monte-Carlo simulation, image
                 rendering, tesselation, distance image, spatial
                 partitioning",
  annote =       "Gas diffusion in a microporous media is strongly
                 analogous to light transport in a scene. Interaction of
                 light with surfaces has a counterpart in Knudsen
                 diffusion and light dispersion in participating media
                 is very similar to gaseous bulk diffusion. On behalf of
                 this fact, a Monte-Carlo simulation method has been
                 designed to compute gas diffusivities and related
                 properties in 3D images of porous media, making use of
                 techniques originated in the domain of image rendering,
                 such as tesselation, spatial partitioning, distance
                 images, optimized intersection tests as well as in the
                 domain of physical simulations, such as
                 microscopic/macroscopic random walk algorithms. Putting
                 all these methods together results in a very efficient
                 algorithm allowing to determine accurately transport
                 properties in real porous media from imaging techniques
                 such as X-ray tomography.",
  who  = "Havran Vlastimil: REN-0193",
}



@InProceedings{Perez:1997:GIT,
  author =       "Frederic P{\'{e}}rez and Xavier Pueyo and
                 Fran{\c{c}}ois X. Sillion",
  title =        "Global Illumination Techniques for the Simulation of
                 Participating Media",
  booktitle =    "Eurographics Rendering Workshop 1997",
  editor =       "Julie Dorsey and Philipp Slusallek",
  year =         "1997",
  organization = "Eurographics",
  publisher =    "Springer Wien",
  address =      "New York City, NY",
  month =        jun,
  pages =        "309--320",
  note =         "ISBN 3-211-83001-4",
  annote =       "This paper surveys global illumination algorithms for
                 environments including participating media and
                 accounting for multiple scattering. The objective of
                 this survey is the characterization of those methods:
                 Identification of their base techniques, their
                 assumptions, limitations and range of utilization. To
                 this end, the algorithms are grouped into functional
                 categories and each method is briefly reviewed, with a
                 discussion of its complexity and its pros and cons. We
                 finish by discussing some applications as well as
                 remaining areas for investigation.",
  who  = "Havran Vlastimil: REN-0194",
}


@InProceedings{Christensen:1997:GIP,
  author =       "Per Christensen",
  title =        "Global Illumination for Professional {3D} Animation,
                 Visualization, and Special Effects",
  booktitle =    "Eurographics Rendering Workshop 1997",
  editor =       "Julie Dorsey and Philipp Slusallek",
  year =         "1997",
  organization = "Eurographics",
  publisher =    "Springer Wien",
  address =      "New York City, NY",
  month =        jun,
  pages =        "321--326",
  note =         "ISBN 3-211-83001-4",
  annote =       "The simulation of global illumination has expanded
                 from pure research to industrial software development.
                 This has created new challenges to meet the
                 requirements of professional 3D rendering software
                 users in digital media authoring and visualization.
                 This paper describes these requirements and discusses
                 the approach the company mental images has taken
                 towards fulfilling them.",
  who  = "Havran Vlastimil: REN-0195",
}


@TechReport{Wilke97-PRLCG*,
  author =       "A. Wilkie and R. F. Tobler and W. Purgathofer",
  year =         "1997",
  title =        "Photon Radiosity Lightmaps for {CSG} Solids",
  number =       "Technical Report TR-186-2-97-19",
  note =         "Available as
                 ftp://ftp.cg.tuwien.ac.at/pub/TR/97/TR-186-2-97-19Paper.ps.gz",
  address =      "Vienna, Austria",
  institution =  "Vienna University of Technology",
  keywords =     "CSG, Functional Radiosity, Stochastic Radiosity,
                 Lightmaps",
  who  = "Havran Vlastimil: REN-0196",
}


@InProceedings{Tamstorf:1997:ASB,
  author =       "Rasmus Tamstorf and Henrik Wann Jensen",
  title =        "Adaptive Sampling and Bias Estimation in Path @acing",
  booktitle =    "Eurographics Rendering Workshop 1997",
  editor =       "Julie Dorsey and Philipp Slusallek",
  year =         "1997",
  organization = "Eurographics",
  publisher =    "Springer Wien",
  address =      "New York City, NY",
  month =        jun,
  pages =        "285--296",
  note =         "ISBN 3-211-83001-4",
  annote =       "One of the major problems in Monte Carlo based methods
                 for global illumination is noise. This paper
                 investigates adaptive sampling as a method to alleviate
                 the problem. We introduce a new refinement criterion,
                 which takes human perception and limitations of display
                 devices into account by incorporating the
                 tone-operator. Our results indicate that this can lead
                 to a significant reduction in the overall RMS-error,
                 and even more important that noisy spots are
                 eliminated. This leads to a very homogeneous image
                 quality. As most adaptive sampling techniques our
                 method is biased. In order to investigate the
                 importance of this problem, a nonparametric bootstrap
                 method is presented to estimate the actual bias. This
                 provides a technique for bias correction and it shows
                 that the bias is most significant in areas with
                 indirect illumination.",
  who  = "Havran Vlastimil: REN-0197",
}


@InProceedings{Markosian:1997:RTN,
  author =       "Lee Markosian and Michael A. Kowalski and Samuel J.
                 Trychin and Lubomir D. Bourdev and Daniel Goldstein and
                 John F. Hughes",
  title =        "Real-Time Nonphotorealistic Rendering",
  booktitle =    "SIGGRAPH 97 Conference Proceedings",
  editor =       "Turner Whitted",
  series =       "Annual Conference Series",
  year =         "1997",
  organization = "ACM SIGGRAPH",
  publisher =    "Addison Wesley",
  month =        Aug,
  pages =        "415--420",
  note =         "ISBN 0-89791-896-7",
  keywords =     "non-photorealistic rendering",
  annote =       "Nonphotorealistic rendering (NPR) can help make
                 comprehensible but simple pictures of complicated
                 objects by employing an economy of line. But current
                 nonphotorealistic rendering is primarily a batch
                 process. This paper presents a real-time
                 nonphotorealistic renderer that deliberately trades
                 accuracy and detail for speed. Our renderer uses a
                 method for determining visible lines and surfaces which
                 is a modification of Appel's hidden-line algorithm,
                 with improvements which are based on the topology of
                 singular maps of a surface into the plane. The method
                 we describe for determining visibility has the
                 potential to be used in any NPR system that requires a
                 description of visible lines or surfaces in the scene.
                 The major contribution of this paper is thus to
                 describe a tool which can significantly improve the
                 performance of these systems. We demonstrate the system
                 with several nonphotorealistic rendering styles, all of
                 which operate on complex models at interactive frame
                 rates.",
  who  = "Havran Vlastimil: REN-0198",
}

@Article{Shao:1988:NRA,
  author =       "Min-Zhi Shao and Qun-Sheng Peng and You-Dong Liang",
  title =        "A New Radiosity Approach by Procedural Refinements for
                 Realistic Image Synthesis",
  journal =      "Computer Graphics",
  volume =       "22",
  number =       "4",
  pages =        "93--101",
  month =        Aug,
  year =         "1988",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  bibdate =      "Mon Oct 4 18:47:30 MDT 1999",
  url =          "http://www.acm.org:80/pubs/citations/proceedings/graph/54852/p93-shao/",
  acknowledgement = ack-nhfb,
  conference =   "held in Atlanta, Georgia; 1--5 August 1988",
  keywords =     "algorithms; design; distributed ray tracing,
                 form-factors, global illumination, hemi-cube,
                 procedural iteration, progressive refinement,
                 radiosity",
  subject =      "{\bf I.3.5} Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 I.3.7} Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Color, shading,
                 shadowing, and texture. {\bf I.3.3} Computing
                 Methodologies, COMPUTER GRAPHICS, Picture/Image
                 Generation. {\bf G.1.3} Mathematics of Computing,
                 NUMERICAL ANALYSIS, Numerical Linear Algebra, Linear
                 systems (direct and iterative methods).",
  who  = "Havran Vlastimil: REN-0199",
}

@InCollection{Jensen95a,
  author =       "Henrik Wann Jensen",
  editor =       "P. M. Hanrahan and W. Purgathofer",
  title =        "Importance Driven Path Tracing using the Photon Map",
  booktitle =    "Rendering Techniques '95",
  pages =        "326--335 326--335",
  publisher =    "Springer-Verlag",
  address =      "New York",
  year =         "1995",
  keywords =     "monte carlo",
  note =         "also in Proceedings of the Sixth Eurographics
                 Rendering Workshop, 1995 (Rendering Techniques '95,
                 Springer Verlag)",
  who  = "Havran Vlastimil: REN-0200",
}

@Article{Mitchell:1988:RFC,
  author =       "Don P. Mitchell and Aru N. Netravali",
  title =        "Reconstruction Filters in Computer Graphics",
  journal =      "Computer Graphics",
  volume =       "22",
  number =       "4",
  pages =        "221--228",
  month =        Aug,
  year =         "1988",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  bibdate =      "Mon Oct 4 18:47:30 MDT 1999",
  url =          "http://www.acm.org:80/pubs/citations/proceedings/graph/54852/p221-mitchell/",
  acknowledgement = ack-nhfb,
  conference =   "held in Atlanta, Georgia; 1--5 August 1988",
  keywords =     "antialiasing, cubic filters, filters, derivative
                 reconstruction, reconstruction, sampling; algorithms;
                 design",
  subject =      "{\bf I.3.3} Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Digitizing and
                 scanning. {\bf I.4.5} Computing Methodologies, IMAGE
                 PROCESSING AND COMPUTER VISION, Reconstruction. {\bf
                 I.4.1} Computing Methodologies, IMAGE PROCESSING AND
                 COMPUTER VISION, Digitization and Image Capture. {\bf
                 I.4.3} Computing Methodologies, IMAGE PROCESSING AND
                 COMPUTER VISION, Enhancement, Filtering.",
  who  = "Havran Vlastimil: REN-0201",
}

@INPROCEEDINGS{Bekaert95-IPRR,
  author = {Philippe Bekaert and Yves D. Willems},
  editor = {P. M. Hanrahan and W. Purgathofer},
  year = 1995,
  title = {Importance-{Driven} {Progressive} {Refinement} {Radiosity}},
  booktitle = {Rendering Techniques '95 (Proceedings of the Sixth Eurographics
              Workshop on Rendering)},
  pages = {316--325},
  publisher = {Springer-Verlag},
  address = {New York, NY},
  comments = {ISBN 3-211-82733-1},
  who  = "Havran Vlastimil: REN-0202",
}


@InProceedings{rushmeier87a,
  author =       "Holly E. Rushmeier and Kenneth E. Torrance",
  title =        "The Zonal Method for Calculating Light Intensities in
                 the Presence of a Participating Medium",
  pages =        "293--302",
  journal =      "Computer Graphics (SIGGRAPH '87 Proceedings)",
  volume =       "21",
  number =       "4",
  year =         "1987",
  month =        Jul,
  editor =       "Maureen C. Stone",
  conference =   "held in Anaheim, California; 27 -- 31 July 1987",
  keywords =     "clouds, light scattering, participating media,
                 radiative transport, radiosity, zonal method, haze",
  who  = "Havran Vlastimil: REN-0203",
}

@InProceedings{nishita87a,
  author =       "Tomoyuki Nishita and Yasuhiro Miyawaki and Eihachiro
                 Nakamae",
  title =        "A Shading Model for Atmospheric Scattering Considering
                 Luminous Intensity Distribution of Light Sources",
  pages =        "303--310",
  journal =      "Computer Graphics (SIGGRAPH '87 Proceedings)",
  volume =       "21",
  number =       "4",
  year =         "1987",
  month =        Jul,
  editor =       "Maureen C. Stone",
  conference =   "held in Anaheim, California; 27 -- 31 July 1987",
  keywords =     "shading, atmospheric scattering, luminous intensity
                 characteristic, shadow volumes, haze",
  who  = "Havran Vlastimil: REN-0204",
}


@Article{Upson:1988:VVV,
  author =       "Craig Upson and Michael Keeler",
  title =        "{V-BUFFER}: Visible Volume Rendering",
  journal =      "Computer Graphics",
  volume =       "22",
  number =       "4",
  pages =        "59--64",
  month =        Aug,
  year =         "1988",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  bibdate =      "Mon Oct 4 18:47:30 MDT 1999",
  url =          "http://www.acm.org:80/pubs/citations/proceedings/graph/54852/p59-upson/",
  acknowledgement = ack-nhfb,
  conference =   "held in Atlanta, Georgia; 1--5 August 1988",
  keywords =     "volume rendering, voxel, isosurface, natural
                 phenomena, ray tracing; algorithms; design",
  subject =      "{\bf I.3.3} Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Viewing algorithms.
                 {\bf I.3.5} Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Curve,
                 surface, solid, and object representations. {\bf I.3.7}
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Color, shading,
                 shadowing, and texture.",
  who  = "Havran Vlastimil: REN-0205",
}

@Article{Ward:1988:RTS,
  author =       "Gregory J. Ward and Francis M. Rubinstein and Robert
                 D. Clear",
  title =        "A Ray Tracing Solution for Diffuse Interreflection",
  journal =      "Computer Graphics",
  volume =       "22",
  number =       "4",
  pages =        "85--92",
  month =        Aug,
  year =         "1988",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  bibdate =      "Mon Oct 4 18:47:30 MDT 1999",
  url =          "http://www.acm.org:80/pubs/citations/proceedings/graph/54852/p85-ward/",
  acknowledgement = ack-nhfb,
  annote =       "An efficient ray tracing method is present for
                 calculating interreflections between surfaces with both
                 diffuse and specular components. A Monte Carlo
                 technique computes the indirect contributions to
                 illuminance at locations chosen by the rendering
                 process. The indirect illuminance values are averaged
                 over surfaces and used in place of a constant
                 ``ambient'' term. Illuminance calculations are made
                 only for those areas participating in the selected
                 view, and the results are stored so that subsequent
                 views can reuse common values. The density of the
                 calculation is adjusted to maintain a constant
                 accuracy, permitting less populated portions of the
                 scene to be computed quickly. Successive reflections
                 use proportionally fewer samples, which speeds the
                 process and provides a natural limit to recursion. The
                 technique can also diffuse transmission and
                 illumination from large area sources, such as the
                 sky.",
  conference =   "held in Atlanta, Georgia; 1--5 August 1988",
  keywords =     "caching, diffuse, illuminance, interreflection,
                 luminance, Monte Carlo technique, radiosity, ray
                 tracing, rendering, specular; algorithms; design",
  subject =      "{\bf I.3.5} Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling,
                 Curve, surface, solid, and object representations. {\bf
                 I.3.7} Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Color, shading,
                 shadowing, and texture. {\bf I.3.5} Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Geometric algorithms,
                 languages, and systems.",
  who  = "Havran Vlastimil: REN-0206",
}

@InProceedings{EVL-1997-124,
  title =        "Visualization of Height Field Data with Physical
                 Models and Texture Photomapping",
  author =       "Dru Clark and Michael J. Bailey",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1997-124",
  language =     "en",
  abstract =     "This paper discusses a unique way to visualize height
                 field dataD the use of solid fabricated parts with a
                 photomapped texture to display scalar information. In
                 this process, the data in a height field are turned
                 into a 3D solid representation through solid freeform
                 fabrication techniques, in our case Laminated Object
                 Manufacturing. Next, that object is used as a 3D
                 {"}photographic plate{"} to allow a texture image
                 representing scalar data to be permanently mapped onto
                 it. This paper discusses this process and how it can be
                 used in different visualization situations.",
  month =        oct,
  keywords =     "Computer graphics, object modeling, scientific
                 visualization",
  booktitle =    "IEEE Visualization '97",
  editor =       "Roni Yagel and Hans Hagen",
  year =         "1997",
  organization = "IEEE",
  pages =        "89--94",
  who  = "Havran Vlastimil: REN-0207",
}

@Article{Ramasubramanian:1999:PBP,
  author =       "Mahesh Ramasubramanian and Sumanta N. Pattanaik and
                 Donald P. Greenberg",
  title =        "A perceptually based physical error metric for
                 realistic image synthesis",
  journal =      "Computer Graphics",
  volume =       "33",
  number =       "{Annual Conference Series}",
  pages =        "73--82",
  year =         "1999",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  bibdate =      "Mon Oct 4 10:28:38 MDT 1999",
  url =          "http://www.acm.org/pubs/citations/proceedings/graph/311535/p73-ramasubramanian/",
  acknowledgement = ack-nhfb,
  subject =      "{\bf I.3.3} Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation. {\bf I.3.7}
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism.",
  who  = "Havran Vlastimil: REN-0208",
}

@Article{Tumblin:1999:LBH,
  author =       "Jack Tumblin and Greg Turk",
  title =        "{LCIS}: a boundary hierarchy for detail-preserving
                 contrast reduction",
  journal =      "Computer Graphics",
  volume =       "33",
  number =       "{Annual Conference Series}",
  pages =        "83--90",
  year =         "1999",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  bibdate =      "Mon Oct 4 10:28:38 MDT 1999",
  url =          "http://www.acm.org/pubs/citations/proceedings/graph/311535/p83-tumblin/",
  acknowledgement = ack-nhfb,
  subject =      "{\bf I.3.3} Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.4.1} Computing Methodologies, IMAGE PROCESSING
                 AND COMPUTER VISION, Digitization and Image Capture.",
  who  = "Havran Vlastimil: REN-0209",
}

@Article{Preetham:1999:PAM,
  author =       "A. J. Preetham and Peter Shirley and Brian Smits",
  title =        "A practical analytic model for daylight",
  journal =      "Computer Graphics",
  volume =       "33",
  number =       "{Annual Conference Series}",
  pages =        "91--100",
  year =         "1999",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  bibdate =      "Mon Oct 4 10:28:38 MDT 1999",
  url =          "http://www.acm.org/pubs/citations/proceedings/graph/311535/p91-preetham/",
  acknowledgement = ack-nhfb,
  subject =      "{\bf I.3.7} Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Color, shading, shadowing, and texture.",
  who  = "Havran Vlastimil: REN-0210",
}

@Article{Stam:1999:DS,
  author =       "Jos Stam",
  title =        "Diffraction shaders",
  journal =      "Computer Graphics",
  volume =       "33",
  number =       "{Annual Conference Series}",
  pages =        "101--110",
  year =         "1999",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  bibdate =      "Mon Oct 4 10:28:38 MDT 1999",
  url =          "http://www.acm.org/pubs/citations/proceedings/graph/311535/p101-stam/",
  acknowledgement = ack-nhfb,
  subject =      "{\bf I.3.7} Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Color, shading, shadowing, and texture. {\bf J.2}
                 Computer Applications, PHYSICAL SCIENCES AND
                 ENGINEERING, Physics.",
  who  = "Havran Vlastimil: REN-0211",
}

@Article{Stark:1999:CES,
  author =       "Michael M. Stark and Elaine Cohen and Tom Lyche and
                 Richard F. Riesenfeld",
  title =        "Computing exact shadow irradiance using splines",
  journal =      "Computer Graphics",
  volume =       "33",
  number =       "{Annual Conference Series}",
  pages =        "155--164",
  year =         "1999",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  bibdate =      "Mon Oct 4 10:28:38 MDT 1999",
  url =          "http://www.acm.org/pubs/citations/proceedings/graph/311535/p155-stark/",
  acknowledgement = ack-nhfb,
  subject =      "{\bf I.3.0} Computing Methodologies, COMPUTER
                 GRAPHICS, General. {\bf I.3.7} Computing Methodologies,
                 COMPUTER GRAPHICS, Three-Dimensional Graphics and
                 Realism.",
  who  = "Havran Vlastimil: REN-0212",
}

@Article{Hart:1999:DIL,
  author =       "David Hart and Philip Dutr{\'e} and Donald P.
                 Greenberg",
  title =        "Direct illumination with lazy visibility evaluation",
  journal =      "Computer Graphics",
  volume =       "33",
  number =       "{Annual Conference Series}",
  pages =        "147--154",
  year =         "1999",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  bibdate =      "Mon Oct 4 10:28:38 MDT 1999",
  url =          "http://www.acm.org/pubs/citations/proceedings/graph/311535/p147-hart/",
  acknowledgement = ack-nhfb,
  subject =      "{\bf I.3.3} Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation. {\bf I.3.7}
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Color, shading,
                 shadowing, and texture.",
  who  = "Havran Vlastimil: REN-0213",
}

@InProceedings{Samanta:1999:LBM,
  author =       "Rudrajit Samanta and Jiannan Zheng and Thomas
                 Funkhouser and Kai Li and Jaswinder Pal Singh",
  title =        "Load balancing for multi-projector rendering systems",
  editor =       "{ACM}",
  booktitle =    "{SIGGRAPH} '99. Proceedings 1999
                 Eurographics/{SIGGRAPH} workshop on Graphics hardware,
                 Aug. 8--9, 1999, Los Angeles, {CA}",
  publisher =    "ACM Press",
  address =      "New York, NY 10036, USA",
  ISBN =         "????",
  series =       "Computer Graphics",
  pages =        "107--116",
  year =         "1999",
  bibdate =      "Mon Oct 4 10:28:36 MDT 1999",
  url =          "http://www.acm.org/pubs/citations/proceedings/graph/311534/p107-samanta/",
  acknowledgement = ack-nhfb,
  who  = "Havran Vlastimil: REN-0214",
}

@Article{Heidrich:1999:RHS,
  author =       "Wolfgang Heidrich and Hans-Peter Seidel",
  title =        "Realistic, hardware-accelerated shading and lighting",
  journal =      "Computer Graphics",
  volume =       "33",
  number =       "{Annual Conference Series}",
  pages =        "171--178",
  year =         "1999",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  bibdate =      "Mon Oct 4 10:28:38 MDT 1999",
  url =          "http://www.acm.org/pubs/citations/proceedings/graph/311535/p171-heidrich/",
  acknowledgement = ack-nhfb,
  subject =      "{\bf I.3.1} Computing Methodologies, COMPUTER
                 GRAPHICS, Hardware Architecture, Graphics processors.
                 {\bf I.3.3} Computing Methodologies, COMPUTER GRAPHICS,
                 Picture/Image Generation, Bitmap and framebuffer
                 operations. {\bf I.3.6} Computing Methodologies,
                 COMPUTER GRAPHICS, Methodology and Techniques,
                 Standards. {\bf I.3.7} Computing Methodologies,
                 COMPUTER GRAPHICS, Three-Dimensional Graphics and
                 Realism, Color, shading, shadowing, and texture.",
  who  = "Havran Vlastimil: REN-0215",
}

@InProceedings{EVL-1999-153,
  title =        "A Practical Analysis of Clustering strategies for
                 Hierarchical Radiosity",
  address =      "Computer Graphics Forum, c/o Mercury Airfreight
                 International Ltd Inc, 365 Blair Road, Avenel, MI
                 48106, USA",
  editor =       "Hans-Peter Seidel and Sabine Coquillart",
  booktitle =    "Eurographics '99 - Computer Graphics Forum",
  publisher =    "Eurographics Association and Blackwell Publishers Ltd
                 1999",
  pages =        "C221--C232",
  year =         "1999",
  author =       "Jean-Marc Hasenfratz and Cyrille Damez and Froncois
                 Sillion and George Drettakis",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1999-153",
  abstract =     "The calculation of radiant energy balance in complex
                 scenes has been made possible by hierarchical radiosity
                 methods based on clustering mechanisms. Although
                 clustering offers an elegant theoretical solution by
                 reducing the asymptotic complexity of the algorithm,
                 its practical use raises many difficulties, and may
                 result in image artifacts or unexpected behavior. This
                 paper proposes a detailed analysis of the expectations
                 placed on clustering and compares the relative merits
                 of existing, as well as newly introduced, clustering
                 algorithms. This comparison starts from the precise
                 definition of various clustering strategies based on a
                 taxonomy of data structures and construction
                 algorithms, and proceeds to an experimental study of
                 the clustering behavior for real-world scenes.
                 Interestingly, we observe that for some scenes light is
                 difficult to simulate even with clustering. Our results
                 lead to a series of observations characterizing the
                 adequacy of clustering methods for meeting such diverse
                 goals as progessive solution improvement, efficient ray
                 casting acceleration, and faithful representation of
                 object density for approximate visibility
                 calculations.",
  organization = "Eurographics Association",
  volume =       "18",
  who  = "Havran Vlastimil: REN-0216",
}

@InProceedings{Mueller99-RCAER*,
  author =       "Gordon Mueller and Stephan Schaefer and Dieter
                 Fellner",
  month =        sep,
  year =         "1999",
  title =        "A Rapid Clustering Algorithm for Efficient Rendering",
  booktitle =    "Computer Graphics Forum (Proc. Eurographics '99)",
  note =         "To appear",
  who = "Havran Vlastimil: REN-0217",
}

@TechReport{Szirmay-Kalos98-AQMCI,
  author =       "Laszlo Szirmay-Kalos and Werner Purgathofer",
  year =         "1998",
  title =        "Analysis of the Quasi-Monte Carlo Integration of the
                 Rendering Equation",
  number =       "TR-186-2-98-22",
  note =         "Available from
                 http://www.fsz.bme.hu/~szirmay/puba.html",
  address =      "Vienna, Austria",
  institution =  "Vienna Institute of Technology",
  who = "Havran Vlastimil: REN-0218",
}

@TechReport{Szirmay-Kalos98-SINDG,
  author =       "Laszlo Szirmay-Kalos",
  year =         "1998",
  title =        "Stochastic Iteration for Non-Diffuse Global
                 Illumination",
  number =       "TR-186-2-98-21",
  note =         "Available from
                 http://www.fsz.bme.hu/~szirmay/puba.html",
  address =      "Vienna, Austria",
  institution =  "Vienna University of Technology",
  who = "Havran Vlastimil: REN-0219",
}

@TechReport{Lindstrom95,
  author =       "Peter Lindstrom and David Koller and Larry F. Hodges
                 and William Ribarsky and Nick Faust and Gregory
                 Turner",
  title =        "Level-of-detail Management for Real-Time Rendering of
                 Phototextured Terrain",
  institution =  "Graphics, Visualization, and Usability Center, Georgia
                 Tech",
  year =         "1995",
  keywords =     "texture mapping, geographic information systems",
  note =         "TR 95-06,
                 URL{http://www.cc.gatech.edu/gvu/reports/TechReports95.html}",
  abstract =     "We present four techniques for real-time
                 level-of-detail reduction of digital terrain data
                 without loss of visual image quality or detail.
                 Techniques for reducing polygon count based on distance
                 and terrain roughness provided two- orders-of-magnitude
                 reduction in the number of polygons rendered for our
                 sample data: an eight kilometer by eight kilometer data
                 set with four meter resolution. Techniques for reducing
                 texture data based on distance and orientation of
                 polygons resulted in a one-order-of-magnitude reduction
                 in the number of bytes of texture memory for the same
                 data set.",
  who = "Havran Vlastimil: REN-0220",
}

@InProceedings{LaloFour-gi99,
  title =        "Interactive Rendering of Wavelet Projected Light
                 Fields",
  author =       "Paul Lalonde and Alain Fournier",
  booktitle =    "Graphics Interface",
  year =         "1999",
  month =        jun,
  pages =        "170--114",
  url =          "http://www.dgp.toronto.edu/gi99/papers/129",
  who = "Havran Vlastimil: REN-0221",
}

@InProceedings{Evans:1999:SWC-gi99,
  title =        "Stratified Wavelength Clusters for Efficient Spectral
                 Monte Carlo Rendering",
  author =       "Glenn F. Evans and Michael D. McCool",
  booktitle =    "Graphics Interface",
  year =         "1999",
  month =        jun,
  pages =        "42--49",
  url =          "http://www.dgp.toronto.edu/gi99/papers/136",
  who = "Havran Vlastimil: REN-0222",
}

@InProceedings{StammingerEtAl-gi99,
  title =        "Efficient Glossy Global Illumination with Interactive
                 Viewing",
  author =       "Marc Stamminger and Annette Scheel and Xavier Granier
                 and Frederic Perez-Cazorla and George Drettakis and
                 Fran\c{c}ois X. Sillion",
  booktitle =    "Graphics Interface",
  year =         "1999",
  month =        jun,
  pages =        "50--57",
  url =          "http://www.dgp.toronto.edu/gi99/papers/145",
  who = "Havran Vlastimil: REN-0223",
}

@InProceedings{GranierDrettakis-gi99,
  title =        "Controlling Memory Consumption of Hierarchical
                 Radiosity with Clustering",
  author =       "Xavier Granier and George Drettakis",
  booktitle =    "Graphics Interface",
  year =         "1999",
  month =        jun,
  pages =        "58--65",
  url =          "http://www.dgp.toronto.edu/gi99/papers/146",
  who = "Havran Vlastimil: REN-0224",
}

@InProceedings{OuelletteFiume-gi99,
  title =        "Approximating the Location of Integrand
                 Discontinuities for Penumbral Illumination with Linear
                 Light Sourcesnuities for Penumbral Illumination with
                 Linear Light Sources",
  author =       "Marc J. Ouellette and Eugene Fiume",
  booktitle =    "Graphics Interface",
  year =         "1999",
  month =        jun,
  pages =        "66--75",
  url =          "http://www.dgp.toronto.edu/gi99/papers/154",
  who = "Havran Vlastimil: REN-0225",
}

@InProceedings{1998-reinhard,
  title =        "Overview of Parallel Photo-realistic Graphics",
  author =       "Erik Reinhard and Alan Chalmers and Frederik W.
                 Jansen",
  booktitle =    "Eurographics '98 State of the Art Reports",
  ISSN =         "1017-4656",
  publisher =    "Eurographics Association",
  pages =        "1--25",
  month =        Aug,
  year =         "1998",
  keywords =     "Graphics,Parallel_Processing",
  abstract =     "Global illumination is an area of research which tries
                 to develop algorithms and methods to render images of
                 artificial models or worlds as realistically as
                 possible. Such algorithms are known for their
                 unpredictable data accesses and their high
                 computational complexity. Rendering a single high
                 quality image may take several hours, or even days. For
                 this reason parallel processing must be considered as a
                 viable option to compute images in a reasonable time.
                 The nature of data access patterns and often the sheer
                 size of the scene to be rendered, means that a
                 straightforward parallelisation, if one exists, may not
                 always lead to good performance. This holds for all
                 three rendering techniques considered in this report:
                 ray tracing, radiosity and particle tracing.",
  source =       "tech-reports/1998/1998-reinhard.pdf",
  pubtype =      "4",
  who = "Havran Vlastimil: REN-0226",
}

@InProceedings{Mueller99-ACOHR*,
  author =       "Gordon Mueller and Stephan Schaefer and Dieter
                 Fellner",
  month =        oct,
  year =         "1999",
  title =        "Automatic Creation of Object Hierarchies for Radiosity
                 Clustering",
  booktitle =    "Proceedings of Pacific Graphics '99 (Seventh Pacific
                 Conference on Computer Graphics and Applications)",
  publisher =    "IEEE Computer Society Press",
  address =      "Los Alamitos, CA",
  who = "Havran Vlastimil: REN-0227",
}

@Article{Dischler99-RICSG*,
  author =       "J.-M. Dischler and L. Mostefaoui and D. Ghazanfapour",
  year =         "1999",
  title =        "Radiosity Including Complex Surfaces and Geometric
                 Textures Using Solid Irradiance and Virtual Surfaces",
  journal =      "Computers \& Graphics",
  volume =       "23",
  number =       "6",
  pages =        "507--524",
  who = "Havran Vlastimil: REN-0228",
}

@InProceedings{Schoeffel99-RMRIR,
  author =       "F. Schoeffel and A. Pomi",
  year =         "1999",
  title =        "Reducing Memory Requirements for Interactive Radiosity
                 Using Movement Prediction",
  booktitle =    "Rendering Techniques '99",
  pages =        "225--234",
  publisher =    "Springer Wien",
  address =      "New York, NY",
  who = "Havran Vlastimil: REN-0229",
}

@InProceedings{EVL-1999-125,
  pages =        "45--56",
  year =         "1999",
  title =        "Decoupling Polygon Rendering from Geometry using
                 Rasterization Hardware",
  author =       "Ruediger Westermann and Ove Sommer and Thomas Ertl",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1999-125",
  organization = "Eurographics",
  note =         "ISBN 3-211-83382-X",
  editor =       "D. Lischinski and G. W. Larson",
  booktitle =    "Rendering Techniques '99",
  publisher =    "Springer-Verlag, Wien, New York",
  who = "Havran Vlastimil: REN-0230",
}

@InProceedings{Udeshi99-TIPRI,
  author =       "Tushar Udeshi and Charles D. Hansen",
  editor =       "D. Lischinski and G. W. Larson",
  year =         "1999",
  title =        "Towards Interactive Photorealistic Rendering of Indoor
                 Scenes: {A} Hybrid Approach",
  booktitle =    "Rendering Techniques '99",
  pages =        "63--76",
  publisher =    "Springer Wien",
  address =      "New York, NY",
  who = "Havran Vlastimil: REN-0231",
}

@InProceedings{Feixas99-ITTSC,
  author =       "M. Feixas and E. Del Acebo and P. Bekaert and M.
                 Sbert",
  year =         "1999",
  title =        "Information Theory Tools for Scene Discretization",
  booktitle =    "Rendering Techniques '99",
  pages =        "95--106",
  publisher =    "Springer Wien",
  address =      "New York, NY",
  who = "Havran Vlastimil: REN-0232",
}

@TechReport{UNCCH_CS//TR99-019,
  year =         "1999",
  type =         "Technical Report",
  number =       "TR99-019",
  institution =  "University of North Carolina, Chapel Hill",
  title =        "Real-Time Rendering of Real World Environments",
  bibdate =      "April 12, 1999",
  url =          "ftp://ftp.cs.unc.edu/pub/publications/techreports/99-019.pdf.Z",
  author =       "David McAllister and Lars Nyland and Voici Popescu and
                 Anselmo Lastra and Chris McCue",
  month =        apr # " 6,",
  who = "Havran Vlastimil: REN-0233",
}

@InProceedings{visu96*319,
  author =       "Francine Evans and Steven S. Skiena and Amitabh
                 Varshney",
  title =        "Optimizing Triangle Strips for Fast Rendering",
  pages =        "319--326",
  ISBN =         "0-7803-3673-9",
  editor =       "Roni Yagel and Gregory M. Nielson",
  booktitle =    "Proceedings of the Conference on Visualization",
  month =        oct # "~27--" # nov # "~1",
  publisher =    "IEEE",
  address =      "Los Alamitos",
  year =         "1996",
  who = "Havran Vlastimil: REN-0234",
}

@InProceedings{Schilling:1997:TRT,
  author =       "Andreas Schilling",
  title =        "Toward Real-Time Photorealistic Rendering: Challenges
                 and Solutions",
  booktitle =    "1997 SIGGRAPH / Eurographics Workshop on Graphics
                 Hardware",
  editor =       "Steven Molnar and Bengt-Olaf Schneider",
  year =         "1997",
  organization = "ACM SIGGRAPH / Eurographics",
  publisher =    "ACM Press",
  address =      "New York City, NY",
  month =        Aug,
  pages =        "7--16",
  note =         "ISBN 0-89791-961-0",
  keywords =     "antialiasing, bump mapping, environment mapping,
                 anisotropic filtering",
  annote =       "A growing number of real-time applications need
                 graphics with photorealistic quality, especially in the
                 field of training (virtual operation, driving and
                 flight simulation), but also in the areas of design or
                 ergonomic research. We take a closer look at main
                 deficiencies of today's real time graphics hardware and
                 present solutions for several of the identified
                 problems in the areas of antialiasing and texture-,
                 bump- and reflection mapping. In the second part of the
                 paper, a new method for antialiasing bump maps is
                 explained in more detail.",
  who = "Havran Vlastimil: REN-0235",
}

@InProceedings{EUROGRAPHICS98*55,
  author =       "Michael E. Goss and Kei Yuasa",
  title =        "Texture Tile Visibility Determination For Dynamic
                 Texture Loading (color plate p. 155)",
  pages =        "55--60",
  ISBN =         "1-58113-097-X",
  editor =       "Stephen N. Spencer",
  booktitle =    "Proceedings of the Eurographics / Siggraph Workshop on
                 Graphics Hardware ({EUROGRAPHICS}-98)",
  month =        Aug # "~31--" # Sep # "~1",
  publisher =    "ACM Press",
  address =      "New York",
  year =         "1998",
  who = "Havran Vlastimil: REN-0236",
}

@Article{Kolb:1995:RCM,
  author =       "Craig Kolb and Don Mitchell and Pat Hanrahan",
  title =        "A Realistic Camera Model for Computer Graphics",
  journal =      "Computer Graphics",
  volume =       "29",
  number =       "{Annual Conference Series}",
  pages =        "317--324",
  month =        nov,
  year =         "1995",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  bibdate =      "Mon Oct 4 18:52:53 MDT 1999",
  url =          "http://www.acm.org:80/pubs/citations/proceedings/graph/218380/p317-kolb/",
  acknowledgement = ack-nhfb,
  keywords =     "design; measurement; performance; theory; ACM;
                 computer graphics; interactive techniques; SIGGRAPH",
  subject =      "{\bf I.3.3} Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation. {\bf I.3.7}
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Raytracing.
                 {\bf I.2.10} Computing Methodologies, ARTIFICIAL
                 INTELLIGENCE, Vision and Scene Understanding, Modeling
                 and recovery of physical attributes. {\bf I.3.5}
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Physically
                 based modeling.",
  who = "Havran Vlastimil: REN-0237",
}

@Article{Meyer86-EECGI,
  author =       "Gary W. Meyer and Holly E. Rushmeier and Michael F.
                 Cohen and Donald P. Greenberg and Kenneth E. Torrance",
  month =        jan,
  year =         "1986",
  title =        "An {Experimental} {Evaluation} of {Computer}
                 {Graphics} {Imagery}",
  journal =      "ACM Transactions on Graphics",
  volume =       "5",
  number =       "1",
  pages =        "30--50",
  comments =     "side-by-side test of reality vs. a radiosity image",
  who = "Havran Vlastimil: REN-0238",
}

@Article{hall86a,
  author =       "R. Hall",
  title =        "A characterization of illumination models and shading
                 techniques",
  pages =        "268--277",
  journal =      "The Visual Computer",
  volume =       "2",
  number =       "5",
  year =         "1986",
  month =        sep,
  keywords =     "shading survey",
  who = "Havran Vlastimil: REN-0239",
}

@Article{Baum86-BBAER,
  author =       "Daniel R. Baum and John R. Wallace and Michael F.
                 Cohen and Donald P. Greenberg",
  month =        sep,
  year =         "1986",
  title =        "The {Back}-{Buffer} {Algorithm}: {An} {Extension} of
                 the {Radiosity} {Method} to {Dynamic} {Environments}",
  journal =      "The Visual Computer",
  volume =       "2",
  number =       "5",
  pages =        "298--306",
  keywords =     "animation",
  who = "Havran Vlastimil: REN-0240",
}

@InProceedings{Bartz98,
  author =  {Dirk Bartz and Michael Meissner and Tobias H\"uttner},
  title =  {Extending Graphics Hardware for Occlusion Queries in OpenGL},
  booktitle =  {Proceedings of the 1998 Workshop on Graphics Hardware, Lisbon, Portugal},
  pages =  {97--104},
  year  =        {1998},
  who = "Havran Vlastimil: REN-0241",
}

@Article{Pueyo91-DITFC,
  author =       "Xavier Pueyo",
  month =        Jul,
  year =         "1991",
  title =        "Diffuse {Interreflections}. {Techniques} for
                 {Form}-{Factor} {Computation}: {A} {Survey}",
  journal =      "The Visual Computer",
  volume =       "7",
  number =       "4",
  pages =        "200--209",
  who = "Havran Vlastimil: REN-0242",
}

@Article{Hall:1993:IER,
  author =       "David E. Hall and Holly E. Rushmeier",
  title =        "Improved explicit radiosity method for calculating
                 non- Lambertian reflections",
  pages =        "278--288",
  journal =      "The Visual Computer",
  volume =       "9",
  number =       "5",
  month =        mar,
  year =         "1993",
  keywords =     "global illumination, general reflectance functions",
  who = "Havran Vlastimil: REN-0243",
}

@Article{Tellier93-ESCAR,
  author =       "Pierre Tellier and E. Maisel and Kadi Bouatouch and
                 Eric Langueonou",
  year =         "1993",
  title =        "Exploiting {Spatial} {Coherence} to {Accelerate}
                 {Radiosity}",
  journal =      "The Visual Computer",
  volume =       "10",
  number =       "1",
  pages =        "46--53",
  who = "Havran Vlastimil: REN-0244",
}

@Article{Sbert:1996:GMM,
  author =       "Mateu Sbert and Xavier Pueyo and Lazlo Neumann and
                 Werner Purgathofer",
  title =        "Global multipath Monte Carlo algorithms for
                 radiosity",
  journal =      "The Visual Computer",
  year =         "1996",
  volume =       "12",
  number =       "2",
  pages =        "47--61",
  note =         "ISSN 0178-2789",
  publisher =    "Springer-Verlag",
  annote =       "We present a new algorithm for radiosity, which is
                 linear both in time and storage with the number of
                 patches in a given scene; that is, the number of
                 patches is increased by dividing each existing patch
                 into smaller patches. The new algorithm is based on
                 Integral Geometry and on the well-known algorithms for
                 Monte Carlo particle transport. It considers the scene
                 embedded in a field of lines, each representing the
                 exchange between the pairs of points that result from
                 the intersections of the line with the scene. For a
                 given pair of points, this exchange is bidirectional.
                 Lines are taken randomly. Both graphical and numerical
                 results are given for the proposed algorithm, which is
                 compared with a local Monte Carlo particle transport
                 algorithm.",
  who = "Havran Vlastimil: REN-0245",
}

@Article{Cook:1986:SSC,
  author =       "Robert L. Cook",
  title =        "Stochastic Sampling in Computer Graphics",
  journal =      "ACM Transactions on Graphics",
  volume =       "5",
  number =       "1",
  pages =        "51--72",
  month =        jan,
  year =         "1986",
  coden =        "ATGRDF",
  ISSN =         "0730-0301",
  bibdate =      "Thu Aug 25 23:39:28 1994",
  note =         "See remarks \cite{Pavlidis:1990:RCS,Wold:1990:RCS}.
                 Also in Tutorial: Computer Graphics: Image Synthesis,
                 Computer Society Press, Washington, 1988, pp.
                 283--304.",
  url =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/8927.html",
  acknowledgement = ack-nhfb,
  keywords =     "algorithms; antialiasing; depth of field; filtering;
                 image synthesis; Monte Carlo integration; motion blur;
                 raster graphics; ray tracing; stochastic sampling",
  review =       "ACM CR 8709-0784",
  subject =      "{\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Viewing algorithms.
                 {\bf G.3}: Mathematics of Computing, PROBABILITY AND
                 STATISTICS, Probabilistic algorithms (including Monte
                 Carlo).",
  who = "Havran Vlastimil: REN-0246",
}

@Article{Neumann98-CRT,
  author =       "L. Neumann and A. Neumann and J. Prikryl and W.
                 Purgathofer",
  year =         "1998",
  title =        "The Constant Radiance Term",
  journal =      "Machine Graphics \& Vision",
  volume =       "7",
  number =       "3",
  pages =        "535--549",
  who = "Havran Vlastimil: REN-0247",
}

@Article{Rushmeier:1990:ERM,
  author =       "Holly E. Rushmeier and Kenneth E. Torrance",
  title =        "Extending the Radiosity Method to Include Specularly
                 Reflecting and Translucent Materials",
  journal =      "ACM Transactions on Graphics",
  pages =        "1--27",
  volume =       "9",
  number =       "1",
  month =        jan,
  year =         "1990",
  keywords =     "backward form factor, forward form factor, global
                 illumination, image synthesis, radiosity, ray tracing",
  annote =       "An extension to the radiosity method is presented that
                 rigorously accounts for the presence of a small number
                 of specularly reflecting surfaces in an otherwise
                 diffuse scene, and for the presence of a small number
                 of specular or ideal diffuse transmitter. The
                 relationship between the extended method and earlier
                 radiosity and ray-tracing methods is outlined. It is
                 shown that all three methods are based on the same
                 general equation of radiative transfer. A simple
                 superposition of the earlier radiosity and ray-tracing
                 methods in order to account for specular behavior is
                 shown to be physically inconsistent, as the methods are
                 based on different assumptions. Specular behavior is
                 correctly included in the present method. The extended
                 radiosity method and example images are presented.",
  who = "Havran Vlastimil: REN-0248",
}

@Article{Pavlidis:1990:RCS,
  author =       "Theo Pavlidis",
  title =        "Re: Comments on ``{Stochastic Sampling in Computer
                 Graphics}''",
  journal =      "ACM Transactions on Graphics",
  volume =       "9",
  number =       "2",
  pages =        "233--236",
  month =        apr,
  year =         "1990",
  coden =        "ATGRDF",
  ISSN =         "0730-0301",
  bibdate =      "Fri Jan 5 07:58:42 MST 1996",
  note =         "See \cite{Cook:1986:SSC,Wold:1990:RCS}.",
  acknowledgement = ack-nhfb,
  who = "Havran Vlastimil: REN-0249",
}

@Article{Wold:1990:RCS,
  author =       "Erling Wold and Kim Pepard",
  title =        "Letter to the Editor",
  journal =      "ACM Transactions on Graphics",
  pages =        "237--242",
  volume =       "9",
  number =       "2",
  month =        apr,
  year =         "1990",
  annote =       "Special issue on Computer-Aided design --- Part III
                 Comments on ``Stochastic Sampling in Computer
                 Graphics'' by Robert L. Cook in ACM TOG v.5 n.1 January
                 1986, pp. 51-72",
  who = "Havran Vlastimil: REN-0250",
}

@Article{Fournier:1988:PFB,
  author =       "Alain Fournier and Donald Fussell",
  title =        "On the Power of the Frame Buffer",
  journal =      "ACM Transactions on Graphics",
  volume =       "7",
  number =       "2",
  pages =        "103--128",
  month =        apr,
  year =         "1988",
  coden =        "ATGRDF",
  ISSN =         "0730-0301",
  bibdate =      "Sat Aug 13 17:25:58 MDT 1994",
  url =          "http://www.acm.org/pubs/toc/Abstracts/0730-0301/42460.html",
  acknowledgement = ack-nhfb,
  keywords =     "algorithms; complexity; shadow; visibility",
  review =       "ACM CR 8902-0088",
  subject =      "{\bf I.3.1}: Computing Methodologies, COMPUTER
                 GRAPHICS, Hardware architecture, Raster display
                 devices. {\bf I.3.3}: Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation, Display algorithms.
                 {\bf I.3.5}: Computing Methodologies, COMPUTER
                 GRAPHICS, Computational Geometry and Object Modeling.
                 {\bf I.3.7}: Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Color, shading, shadowing, and texture. {\bf I.3.7}:
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Visible
                 line/surface algorithms.",
  who = "Havran Vlastimil: REN-0251",
}

@Article{Pattanaik:1995:AER,
  author =       "S. N. Pattanaik and S. P. Mudur",
  title =        "Adjoint Equations and Random Walks for Illumination
                 Computation",
  journal =      "ACM Transactions on Graphics",
  year =         "1995",
  volume =       "14",
  number =       "1",
  pages =        "77--102",
  month =        jan,
  note =         "ISSN 0730-0301",
  annote =       "In this paper we introduce the potential equation that
                 along with the rendering equation forms an adjoint
                 system of equations and provides a mathematical frame
                 work for all known approaches to illumination
                 computation based on geometric optics. The potential
                 equation is more natural for illumination computations
                 that simulate light propagation starting from the light
                 sources, such as progressive radiosity and particle
                 tracing. Using the mathematical handles provided by
                 this framework and the random-walk solution model, we
                 present a number of importance sampling schemes for
                 improving the computation of flux estimation. Of
                 particular significance is the use of approximately
                 computed potential for directing a majority of the
                 random walks through regions of importance in the
                 environment, thus reducing the variance in the
                 estimates of luminous flux in these regions. Finally,
                 results from a simple implementation are presented to
                 demonstrate the high-efficiency improvements made
                 possible by the use of these techniques.",
  who = "Havran Vlastimil: REN-0252",
}

@Article{cohen88a,
  author =       "Michael F. Cohen and Shenchang Eric Chen and John R.
                 Wallace and Donald P. Greenberg",
  title =        "A Progressive Refinement Approach to Fast Radiosity
                 Image Generation",
  pages =        "75--84",
  journal =      "Computer Graphics (SIGGRAPH '88 Proceedings)",
  volume =       "22",
  number =       "4",
  year =         "1988",
  month =        Aug,
  editor =       "John Dill",
  conference =   "held in Atlanta, Georgia; 1-5 August 1988",
  keywords =     "radiosity, progressive refinement, backward ray
                 tracing, z-buffer, global illumination, adaptive
                 subdivision",
  who = "Havran Vlastimil: REN-0254",
}

@InProceedings{Dutre94-IMCLT,
  author =       "Philip Dutre and Yves D. Willems",
  month =        jun,
  year =         "1994",
  title =        "Importance-{Driven} {Monte} {Carlo} {Light}
                 {Tracing}",
  booktitle =    "Fifth Eurographics Workshop on Rendering",
  pages =        "185--194",
  address =      "Darmstadt, Germany",
  keywords =     "global illumination, importance, ray tracing, particle
                 model, potential equation",
  who = "Havran Vlastimil: REN-0255",
}

@InProceedings{Blasi94-IDMCS,
  author =       "Philippe Blasi and Bertrand Le Saec and Christophe
                 Schlick",
  month =        jun,
  year =         "1994",
  title =        "An {Importance} {Driven} {Monte}-{Carlo} {Solution} to
                 the {Global} {Illumination} {Problem}",
  booktitle =    "Fifth Eurographics Workshop on Rendering",
  pages =        "173--183",
  address =      "Darmstadt, Germany",
  keywords =     "global illumination, Monte Carlo, importance sampling,
                 participating media, ray tracing",
  who = "Havran Vlastimil: REN-0256",
}

@InProceedings{Lafortune94-ATVRT,
  author =       "Eric P. Lafortune and Yves D. Willems",
  month =        jun,
  year =         "1994",
  title =        "The {Ambient} {Term} as a {Variance} {Reducing}
                 {Technique} for {Monte} {Carlo} {Ray} {Tracing}",
  booktitle =    "Fifth Eurographics Workshop on Rendering",
  pages =        "163--171",
  address =      "Darmstadt, Germany",
  keywords =     "Monte Carlo, variance reduction, ambient term, ray
                 tracing",
  who = "Havran Vlastimil: REN-0257",
}

@InProceedings{Beyer94-RERTA,
  author =       "Markus Beyer and Brigitta Lange",
  month =        jun,
  year =         "1994",
  title =        "Rayvolution: {An} {Evolutionary} {Ray} {Tracing}
                 {Algorithm}",
  booktitle =    "Fifth Eurographics Workshop on Rendering",
  pages =        "137--146",
  address =      "Darmstadt, Germany",
  keywords =     "photorealism, ray tracing, genetic algorithms, Monte
                 Carlo, rendering equation, variance reduction",
  who = "Havran Vlastimil: REN-0258", 
}


@TechReport{Collins94a,
  author =       "S. Collins",
  title =        "Adaptive Splatting for Specular to Diffuse Light
                 Transport (also in Proceedings of the 5th EuroGraphics
                 Workshop on Rendering, 1994).",
  institution =  "Department of Computer Science, University of Dublin,
                 Trinity College",
  number =       "TCD-CS-94-22",
  month =        "31 " # dec,
  year =         "1994",
  url =          "ftp://ftp.cs.tcd.ie/pub/tcd/tech-reports/reports.94/TCD-CS-94-22.ps.gz",
  note =         "Fri, 18 Apr 1997 12:38:03 GMT",
  who = "Havran Vlastimil: REN-0259", 
}

@InProceedings{Languenou:1994:GIP,
  author =       "Eric Languenou and Kadi Bouatouch and Michelle
                 Chelle",
  booktitle =    "Fifth Eurographics Workshop on Rendering",
  title =        "Global Illumination in Presence of Participating Media
                 with General Properties",
  address =      "Darmstadt, Germany",
  pages =        "69--85",
  month =        jun,
  year =         "1994",
  keywords =     "participating media, global illumination, progressive
                 radiosity, radiance, voxels",
  who = "Havran Vlastimil: REN-0260", 
}

@InProceedings{Song92-ILSIM,
  author =       "Qin Song and Gong Jie and Li Shuliang and Wu Youshou",
  month =        may,
  year =         "1992",
  title =        "Implicit {Light} {Source} {Illumination} {Model} for
                 {Realistic} {Image} {Synthesis}",
  booktitle =    "Third Eurographics Workshop on Rendering",
  pages =        "288",
  address =      "Bristol, UK",
  keywords =     "ray tracing",
  comments =     "abstract",
  who = "Havran Vlastimil: REN-0261", 
}

@InProceedings{Languenou92-IPLSD,
  author =       "Eric Languenou and Pierre Tellier",
  month =        may,
  year =         "1992",
  title =        "Including {Physical} {Light} {Sources} and {Daylight}
                 in {Global} {Illumination}",
  booktitle =    "Third Eurographics Workshop on Rendering",
  pages =        "217--225",
  address =      "Bristol, UK",
  who = "Havran Vlastimil: REN-0262", 
}


@Article{Drettakis:1991:SDS,
  author =       "George Drettakis and Eugene Fiume",
  title =        "Structure-Directed Sampling, Reconstruction, and Data
                 Representation for Global Illumination",
  year =         "1991",
  month =        may,
  journal =      "Second Eurographics Workshop on Rendering",
  pages =        "189--201",
  address =      "Barcelona, Spain",
  who = "Havran Vlastimil: REN-0263", 
}

@InProceedings{cohen92c,
  author =       "Michael Cohen",
  title =        "Is Image Synthesis a Solved Problem?",
  booktitle =    "Eurographics Workshop on Rendering",
  year =         "1992",
  conference =   "held in Bristol, UK; 17-20 May 1992",
  who = "Havran Vlastimil: REN-0264", 
}

@Article{Pattanaik:1992:CGI,
  author =       "S. N. Pattanaik and S. P. Mudur",
  title =        "Computation of Global Illumination by Monte Carlo
                 Simulation of the Particle Model of Light",
  year =         "1992",
  month =        may,
  journal =      "Third Eurographics Workshop on Rendering",
  pages =        "71--83",
  address =      "Bristol, UK",
  keywords =     "monte carlo",
  who = "Havran Vlastimil: REN-0265", 
}

@Article{Feda:1992:ARO,
  author =       "Martin Feda and Werner Purgathofer",
  title =        "Accelerating Radiosity by Overshooting",
  year =         "1992",
  month =        may,
  journal =      "Third Eurographics Workshop on Rendering",
  pages =        "21--32",
  address =      "Bristol, UK",
  keywords =     "progressive refinement",
  who = "Havran Vlastimil: REN-0266", 
}

@InProceedings{Glassner:1993:DS,
  author =       "Andrew Glassner",
  title =        "Dynamic Stratification",
  booktitle =    "Fourth Eurographics Workshop on Rendering",
  year =         "1993",
  editor =       "Michael F. Cohen and Claude Puech and Francois
                 Sillion",
  pages =        "5--14",
  organization = "Eurographics",
  month =        jun,
  note =         "held in Paris, France, 14--16 June 1993",
  who = "Havran Vlastimil: REN-0267", 
}

@InProceedings{Jones:1993:ARC,
  author =       "G. R. Jones and C. G. Christou and B. G. Cumming and
                 A. J. Parker",
  title =        "Accurate Rendering of Curved Shadows and
                 Interreflections",
  booktitle =    "Fourth Eurographics Workshop on Rendering",
  year =         "1993",
  editor =       "Michael F. Cohen and Claude Puech and Francois
                 Sillion",
  pages =        "337--347",
  organization = "Eurographics",
  month =        jun,
  note =         "held in Paris, France, 14--16 June 1993",
  who = "Havran Vlastimil: REN-0268", 
}

@InProceedings{Guitton:1993:MDT,
  author =       "Pascal Guitton and Christophe Schlick",
  title =        "A Methodology for Description of Texturing Methods",
  booktitle =    "Fourth Eurographics Workshop on Rendering",
  year =         "1993",
  editor =       "Michael F. Cohen and Claude Puech and Francois
                 Sillion",
  pages =        "267--280",
  organization = "Eurographics",
  month =        jun,
  note =         "held in Paris, France, 14--16 June 1993",
  who = "Havran Vlastimil: REN-0269", 
}

@InProceedings{Haeberli:1993:TMF,
  author =       "Paul Haeberli and Mark Segal",
  title =        "Texture Mapping As {A} Fundamental Drawing Primitive",
  booktitle =    "Fourth Eurographics Workshop on Rendering",
  year =         "1993",
  editor =       "Michael F. Cohen and Claude Puech and Francois
                 Sillion",
  pages =        "259--266",
  organization = "Eurographics",
  month =        jun,
  note =         "held in Paris, France, 14--16 June 1993",
  who = "Havran Vlastimil: REN-0270",
}

@InProceedings{Schlick:1993:CRM,
  author =       "Christophe Schlick",
  title =        "A Customizable Reflectance Model for Everyday
                 Rendering",
  booktitle =    "Fourth Eurographics Workshop on Rendering",
  year =         "1993",
  editor =       "Michael F. Cohen and Claude Puech and Francois
                 Sillion",
  pages =        "73--84",
  organization = "Eurographics",
  month =        jun,
  note =         "held in Paris, France, 14--16 June 1993",
  who = "Havran Vlastimil: REN-0271",
}

@InProceedings{Lewis:1993:MSM,
  author =       "Robert Lewis",
  title =        "Making Shaders More Physically Plausible",
  booktitle =    "Fourth Eurographics Workshop on Rendering",
  year =         "1993",
  editor =       "Michael F. Cohen and Claude Puech and Francois
                 Sillion",
  pages =        "47--62",
  organization = "Eurographics",
  month =        jun,
  note =         "held in Paris, France, 14--16 June 1993",
  who = "Havran Vlastimil: REN-0272",
}

@InProceedings{Feda:1993:PRR,
  author =       "Martin Feda and Werner Purgathofer",
  title =        "Progressive Ray Refinement for Monte Carlo Radiosity",
  booktitle =    "Fourth Eurographics Workshop on Rendering",
  year =         "1993",
  editor =       "Michael F. Cohen and Claude Puech and Francois
                 Sillion",
  pages =        "15--26",
  organization = "Eurographics",
  month =        jun,
  note =         "held in Paris, France, 14--16 June 1993",
  who = "Havran Vlastimil: REN-0273",
}

@Article{Feda:1996:MCA,
  author =       "Martin Feda",
  title =        "A {M}onte {C}arlo approach for {G}alerkin radiosity",
  journal =      "The Visual Computer",
  year =         "1996",
  volume =       "12",
  number =       "8",
  pages =        "390--405",
  note =         "ISSN 0178-2789",
  publisher =    "Springer-Verlag",
  annote =       "Galerkin radiosity solves the integral rendering
                 equation by projecting the illumination functions into
                 a set of higher-order basis functions. This paper
                 presents a Monte Carlo approach for Galerkin radiosity
                 to compute the coefficients of the basis functions. The
                 new approach eliminates the problems with edge
                 singularities between adjacent surfaces present in
                 conventional Galerkin radiosity, the time complexity is
                 reduced from \(O(K^{4})\) to \(O(K^{2})\) for a K-order
                 basis, and ideally specular energy transport can be
                 simulated. As in conventional Galerkin radiosity, no
                 meshing is required even for large or curved surfaces,
                 thus reducing memory requirements, and no a posteriori
                 Gouraud interpolation is necessary. The new algorithm
                 is simple and can be parallelized on any parallel
                 computer, including massively parallel systems.",
  keywords =     "global illumination, radiosity, Galerkin methods,
                 Monte Carlo methods, particle tracing",
  who = "Havran Vlastimil: REN-0274",
}

@InProceedings{Chen:1988:SIG,
  author =       "Y. C. Chen",
  title =        "Synthetic Image Generation for Highly Defocused
                 Scenes",
  booktitle =    "New Trends in Computer Graphics (Proceedings of CG
                 International '88)",
  pages =        "117--125",
  year =         "1988",
  editor =       "N. Magnenat-Thalmann and D. Thalmann",
  publisher =    "Springer-Verlag",
  keywords =     "lens effect, blurry image, camera model, pin-hole,
                 aperture",
  annote =       "Handles the defocused scenes when an object blocks
                 parts of an image being rendered. The blockage cannot
                 be handled simply by a hidden surface removal because
                 of the lens effects (diffusion, concentration). The
                 blockage factor seems to be computed for objects that
                 would be close to be circular and perpendicular to the
                 axis of the lens. Does not take care of the wave theory
                 of the light.",
  who = "Havran Vlastimil: REN-0275",
}

@InCollection{Mudur93-MCMCG,
  author =       "S. P. Mudur and Sumanta N. Pattanaik",
  year =         "1993",
  title =        "Monte {Carlo} {Methods} for {Computer} {Graphics}",
  booktitle =    "State of the Art Reports EG93",
  pages =        "3.1--3.24",
  publisher =    "Eurographics Association",
  address =      "Aire-la-Ville, Switzerland",
  who = "Havran Vlastimil: REN-0276",
}

@Article{Shirley:1997:LDM,
  author =       "Peter Shirley and Kenneth Chiu",
  title =        "A Low Distortion Map Between Disk and Square",
  journal =      "Journal of Graphics Tools",
  year =         "1997",
  volume =       "2",
  number =       "3",
  note =         "ISSN 1086-7651",
  annote =       "This paper presents a map between squares and disks
                 that associates concentric squares with concentric
                 circles. This map preserves adjacency and fractional
                 area, and has proven useful in many sampling
                 applications where correspondences must be maintained
                 between the two shapes. The paper also provides code to
                 compute the map that minimizes branching and is robust
                 for all inputs. Finally, it extends the map to the
                 hemisphere. Though this map has been used in
                 publications before, details of its computation have
                 never previously been published.",
  who = "Havran Vlastimil: REN-0277",
}

@Article{Thurmer:1998:CVN,
  author =       "Grit Th{\"u}rmer and Charles A. W{\"u}thrich",
  title =        "Computing Vertex Normals from Polygonal Facets",
  journal =      "Journal of Graphics Tools: JGT",
  volume =       "3",
  number =       "1",
  pages =        "43--46",
  month =        "????",
  year =         "1998",
  ISSN =         "1086-7651",
  bibdate =      "Mon Jun 07 09:26:30 1999",
  url =          "http://www.acm.org/jgt/papers/ThurmerWuthrich98/",
  acknowledgement = ack-nhfb,
  who = "Havran Vlastimil: REN-0278",
}

@Article{Woo:1998:CTS,
  author =       "Andrew Woo",
  title =        "Chordlength Texturing of Spline Surfaces",
  journal =      "Journal of Graphics Tools: JGT",
  volume =       "3",
  number =       "2",
  pages =        "15--19",
  month =        "????",
  year =         "1998",
  ISSN =         "1086-7651",
  bibdate =      "Mon Jun 07 09:26:30 1999",
  url =          "http://www.acm.org/jgt/papers/Woo98/",
  acknowledgement = ack-nhfb,
  who = "Havran Vlastimil: REN-0279",
}

@Article{Gritz:1996:BGI,
  author =       "Larry Gritz and James K. Hahn",
  title =        "{BMRT}: {A} Global Illumination Implementation of the
                 RenderMan Standard",
  journal =      "Journal of Graphics Tools",
  year =         "1996",
  volume =       "1",
  number =       "3",
  note =         "ISSN 1086-7651",
  annote =       "The RenderMan Interface specification proposed by
                 Pixar is a standard for communication between modeling
                 software and rendering software or devices. This
                 standard has proven very powerful and is extremely
                 popular in production work. Although the standard
                 itself claims not to specify a rendering algorithm,
                 people have speculated RenderMan and global
                 illumination are mutually incompatible. We have
                 implemented a rendering system which fully adheres to
                 the RenderMan Interface and uses global illumination
                 algorithms. Specifically, this implementation supports
                 progressive refinement radiosity and distribution ray
                 tracing in a two-pass approach. This rendering system
                 is widely distributed, very popular, and has been used
                 in production (three properties usually not found in
                 global illumination renderers). We discuss how we
                 overcame problems in mating global illumination
                 algorithms with the RenderMan standard, and make
                 recommendations for future versions of the standard to
                 better accommodate such algorithms. We also present a
                 summary of important lessons we learned by creating and
                 distributing this tool.",
  who = "Havran Vlastimil: REN-0280",
}

@Article{Haines:1997:FLM,
  author =       "Eric Haines and Steven Worley",
  title =        "Fast, Low Memory ${Z}$-Buffering when Performing
                 Medium-Quality Rendering",
  journal =      "Journal of Graphics Tools: JGT",
  volume =       "1",
  number =       "3",
  pages =        "1--5",
  month =        "????",
  year =         "1996",
  ISSN =         "1086-7651",
  bibdate =      "Wed Mar 18 10:20:19 1998",
  url =          "http://www.acm.org/jgt/papers/HainesWorley96",
  acknowledgement = ack-nhfb,
  who = "Havran Vlastimil: REN-0281",
}

@Article{Jensen:1997:RCN,
  author =       "Henrik Wann Jensen",
  title =        "Rendering Caustics on Non-Lambertian Surfaces",
  journal =      "Computer Graphics Forum",
  year =         "1997",
  volume =       "16",
  number =       "1",
  pages =        "57--64",
  note =         "ISSN 0167-7055",
  keywords =     "caustics, photon map, filtering, Monte Carlo ray
                 tracing, rendering",
  annote =       "This paper presents a new technique for rendering
                 caustics on non-Lambertian surfaces. The method is
                 based on an extension of the photon map which removes
                 previous restrictions limiting the usage to Lambertian
                 surfaces. We add information about the incoming
                 direction to the photons and this allows us to combine
                 the photon map with arbitrary reflectance functions. By
                 using a cone-filter we improve the quality of the
                 radiance estimate in particular at discontinuities.
                 Furthermore we introduce balancing of the photon map
                 which not only reduces the memory requirements but also
                 significantly reduces the rendering time. We have used
                 the method to render caustics on surfaces with
                 reflectance functions varying from Lambertian to glossy
                 specular.",
  who = "Havran Vlastimil: REN-0282",
}

@InProceedings{Amanatides:1992:ADE,
  author =       "John Amanatides",
  title =        "Algorithms for the detection and elimination of
                 specular aliasing",
  pages =        "86--93",
  booktitle =    "Proceedings of Graphics Interface '92",
  year =         "1992",
  month =        may,
  conference =   "held in Vancouver, B.C.; 11-15 May 1992",
  keywords =     "antialiasing, shading, highlights, image synthesis",
  who = "Havran Vlastimil: REN-0283",
}

@InProceedings{bian92a,
  author =       "Buming Bian and Norman Wittels and Donald S. Fussell",
  title =        "Non-uniform patch luminance for global illumination",
  pages =        "310--318",
  journal =      "Proceedings of Graphics Interface '92",
  year =         "1992",
  month =        may,
  conference =   "held in Vancouver, B.C.; 11-15 May 1992",
  keywords =     "radiosity, accurate image, pixel level comparison,
                 image registration",
  who = "Havran Vlastimil: REN-0284",
}


@InProceedings{Bouatouch92-TPGLM,
  author =       "Kadi Bouatouch and Pierre Tellier",
  month =        may,
  year =         "1992",
  title =        "A {Two}-{Pass} {Physics}-{Based} {Global} {Lighting}
                 {Model}",
  booktitle =    "Proceedings of Graphics Interface '92",
  pages =        "319--328",
  publisher =    "Morgan Kaufmann",
  address =      "San Francisco, CA",
  who = "Havran Vlastimil: REN-0285",
}


@InProceedings{Dobkin:1993:RED,
  author =       "David P. Dobkin and Don P. Mitchell",
  title =        "Random-Edge Discrepancy of Supersampling Patterns",
  year =         "1993",
  month =        may,
  booktitle =    "Proceedings of Graphics Interface '93",
  publisher =    "Canadian Information Processing Society",
  pages =        "62--69",
  address =      "Toronto, Ontario",
  keywords =     "sampling, antialiasing",
  who = "Havran Vlastimil: REN-0286",
}

@InProceedings{Lalonde93-ADMPR,
  author =       "Paul Lalonde",
  month =        may,
  year =         "1993",
  title =        "An {Adaptive} {Discretization} {Method} for
                 {Progressive} {Radiosity}",
  booktitle =    "Proceedings of Graphics Interface '93",
  pages =        "78--86",
  publisher =    "Morgan Kaufmann",
  address =      "San Francisco, CA",
  keywords =     "mesh generation, progressive refinement",
  who = "Havran Vlastimil: REN-0287",
}

@InProceedings{Vedel:1993:CIA,
  author =       "Christophe Vedel",
  title =        "Computing illumination from area light sources by
                 approximate contour integration",
  booktitle =    "Proceedings of Graphics Interface '93",
  year =         "1993",
  pages =        "237--244",
  organization = "Canadian Information Processing Society",
  address =      "Toronto, Ontario, Canada",
  month =        may,
  who = "Havran Vlastimil: REN-0288",
}

@InProceedings{EVL-1994-96,
  pages =        "51--58",
  year =         "1994",
  title =        "Stochastic Rendering of Density Fields",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1994-96",
  author =       "Jos Stam",
  abstract =     "Stochastic models are often economical to generate but
                 problematic to render. Most previous algorithms first
                 generate a realization of the stochastic model and then
                 render it. These algorithms become expensive when the
                 realization of the stochastic model is complex, because
                 a large number of primitives have to be rendered. In
                 stochastic rendering we also model the intensity as a
                 random field, and the statistics of the intensity field
                 are related to the statistics of the stochastic model
                 through an illumination model. Stochastic rendering
                 algorithms then generate a realization of the intensity
                 field directly from these statistics. In other words, a
                 random component is shifted from the modelling to the
                 rendering. This paradigm is not entirely new in
                 computer graphics, so related work will be discussed.
                 The main contribution of this paper is a stochastic
                 rendering algorithm of gaseous phenomena modelled as
                 random density fields such as clouds, smoke and fire. A
                 simplified version of the scattering equation is used
                 to derive the statistics of the illumination field. Our
                 algorithm is therefore an improvement over similar
                 algorithms both in terms of computational speed and
                 generality.",
  language =     "fr",
  month =        may,
  booktitle =    "Proceedings of Graphics Interface '94",
  who = "Havran Vlastimil: REN-0289",
}

@InProceedings{Neyret:1995:GMM,
  author =       "Fabrice Neyret",
  title =        "A General and Multiscale Model for Volumetric
                 Textures",
  booktitle =    "Graphics Interface '95",
  editor =       "Wayne A. Davis and Przemyslaw Prusinkiewicz",
  year =         "1995",
  organization = "Canadian Information Processing Society",
  publisher =    "Canadian Human-Computer Communications Society",
  month =        may,
  pages =        "83--91",
  note =         "ISBN 0-9695338-4-5",
  keywords =     "volumetric textures, complex geometry, rendering",
  who = "Havran Vlastimil: REN-0290",
}

@InProceedings{Shinya:1995:IPT,
  author =       "Mikio Shinya",
  title =        "Improvements on the Pixel-tracing Filter:
                 Reflection/Refraction, Shadows, and Jittering",
  booktitle =    "Graphics Interface '95",
  editor =       "Wayne A. Davis and Przemyslaw Prusinkiewicz",
  year =         "1995",
  organization = "Canadian Information Processing Society",
  publisher =    "Canadian Human-Computer Communications Society",
  month =        may,
  pages =        "92--102",
  note =         "ISBN 0-9695338-4-5",
  keywords =     "anti-aliasing, spatio-temporal filtering, computer
                 animation, flicker perception",
  who = "Havran Vlastimil: REN-0291",
}

@Article{Heidrich:1998:SPS,
  author =       "Wolfgang Heidrich and Philip Slusallek and Hans-Peter
                 Seidel",
  title =        "Sampling procedural shaders using affine arithmetic",
  journal =      "ACM Transactions on Graphics",
  volume =       "17",
  number =       "3",
  pages =        "158--176",
  month =        Jul,
  year =         "1998",
  coden =        "ATGRDF",
  ISSN =         "0730-0301",
  bibdate =      "Fri Oct 16 16:30:05 MDT 1998",
  url =          "http://www.acm.org/pubs/citations/journals/tog/1998-17-3/p158-heidrich/",
  abstract =     "Procedural shaders have become popular tools for
                 describing surface reflectance functions and other
                 material properties. In comparison to fixed resolution
                 textures, they have the advantage of being
                 resolution-independent and storage-efficient.\par While
                 procedural shaders provide an interface for evaluating
                 the shader at a single point, it is not easily possible
                 to obtain an average value of the shader together with
                 accurate error bounds over a finite area. Yet the
                 ability to compute such error bounds is crucial for
                 several interesting applications, most notably
                 hierarchical area sampling for global illumination,
                 using the finite element approach, and for generation
                 of textures used in interactive computer graphics.\par
                 Using affine arithmetic for evaluating the shader over
                 a finite area yields a tight, conservative error
                 interval for the shader function. Compilers can
                 automatically generate code for utilizing affine
                 arithmetic from within shaders implemented in a
                 dedicated language such as the RenderMan shading
                 language.",
  acknowledgement = ack-nhfb,
  keywords =     "experimentation; performance; theory; verification",
  subject =      "{\bf I.4.7} Computing Methodologies, IMAGE PROCESSING
                 AND COMPUTER VISION, Feature Measurement, Texture. {\bf
                 G.1.0} Mathematics of Computing, NUMERICAL ANALYSIS,
                 General, Error analysis. {\bf G.1.0} Mathematics of
                 Computing, NUMERICAL ANALYSIS, General, Interval
                 arithmetic. {\bf G.1.4} Mathematics of Computing,
                 NUMERICAL ANALYSIS, Quadrature and Numerical
                 Differentiation, Automatic differentiation. {\bf I.3.7}
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Color, shading,
                 shadowing, and texture. {\bf I.4.1} Computing
                 Methodologies, IMAGE PROCESSING AND COMPUTER VISION,
                 Digitization and Image Capture, Sampling.",
  who = "Havran Vlastimil: REN-0292",
}

@Article{Walter:1997:GIU,
  author =       "Bruce Walter and Philip M. Hubbard and Peter Shirley
                 and Donald F. Greenberg",
  title =        "Global Illumination Using Local Linear Density
                 Estimation",
  journal =      "ACM Transactions on Graphics",
  year =         "1997",
  volume =       "16",
  number =       "3",
  month =        Jul,
  pages =        "217--259",
  note =         "ISSN 0730-0301",
  keywords =     "decimation, density estimation, particle tracing,
                 realistic image synthesis, regression",
  annote =       "This article presents the density estimation framework
                 for generating view-independent global illumination
                 solutions. It works by probabilistically simulating the
                 light flow in an environment with light particles that
                 trace random walks originating at luminaires and then
                 using statistical density estimation techniques to
                 reconstruct the lighting on each surface. By splitting
                 the computation into separate transport and
                 reconstruction stages, we gain many advantages
                 including reduced memory usage, the ability to simulate
                 nondiffuse transport, and natural parallelism.
                 Solutions to several theoretical and practical
                 difficulties in implementing this framework are also
                 described. Light sources that vary spectrally and
                 directionally are integrated into a spectral particle
                 tracer using nonuniform rejection. A new local linear
                 density estimation technique eliminates boundary bias
                 and extends to arbitrary polygons. A mesh decimation
                 algorithm with perceptual calibration is introdued to
                 simplify the Gouraud-shaded representation of the
                 solution for interactive display.",
  who = "Havran Vlastimil: REN-0293",
}

@Article{Poulin:1992:LHS,
  author =       "Pierre Poulin and Alain Fournier",
  title =        "Lights from highlights and shadows",
  journal =      "Computer Graphics",
  volume =       "25",
  number =       "2",
  pages =        "31--38",
  month =        mar,
  year =         "1992",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  conference =   "held in Boston; 29 March -- 1 April 1992",
  keywords =     "extended light sources, shadow volume, soft shadows,
                 hard shadows, interactive light modeling",
  who = "Havran Vlastimil: REN-0294",
}

@InProceedings{Wanger:1992:ESQ,
  author =       "Leonard Wanger",
  title =        "The effect of shadow quality on the perception of
                 spatial relationships in computer generated imagery",
  pages =        "39--42",
  booktitle =    "Computer Graphics (1992 Symposium on Interactive 3D
                 Graphics)",
  volume =       "25",
  number =       "2",
  year =         "1992",
  month =        mar,
  editor =       "David Zeltzer",
  conference =   "held in Boston; 29 March - 1 April 1992",
  keywords =     "interactive tasks, spatial relations, cue theory",
  who = "Havran Vlastimil: REN-0295",
}

@Article{Nishita:1993:NRA,
  author =       "T. Nishita and E. Nakamae",
  title =        "A new radiosity approach using area sampling for
                 parametric patches",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "12",
  number =       "3",
  pages =        "385--398",
  month =        "????",
  year =         "1993",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Mon Apr 14 10:23:20 MDT 1997",
  acknowledgement = ack-nhfb,
  classification = "C4260 (Computational geometry); C6130B (Graphics
                 techniques)",
  conflocation = "Barcelona, Spain; 6-10 Sept. 1993",
  conftitle =    "European Association for Computer Graphics 14th Annual
                 Conference and Exhibition. EUROGRAPHICS '93",
  corpsource =   "Fukuyama Univ., Japan",
  keywords =     "architecture; Architecture; architecture; area
                 sampling; Area sampling; computational geometry;
                 free-form surfaces; Free-form surfaces; geometrical
                 optics; global; Global illumination; illumination;
                 Illumination model; illumination model; Industrial
                 products; industrial products; Interreflection;
                 interreflection; Lightsources; lightsources; parametric
                 patches; Parametric patches; Polygons; polygons;
                 Pyramid tracing; pyramid tracing; Radiosity approach;
                 radiosity approach; ray tracing; Realistic image
                 synthesis; realistic image synthesis; rendering
                 (computer graphics); simple curved; Simple curved
                 surfaces; surfaces",
  thesaurus =    "Computational geometry; Geometrical optics; Ray
                 tracing; Rendering [computer graphics]",
  treatment =    "P Practical",
  who = "Havran Vlastimil: REN-0296",
}

@Article{Bao:1993:PRA,
  author =       "Hujun Bao and Qunsheng Peng",
  title =        "A progressive radiosity algorithm for scenes
                 containing curved surfaces",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "12",
  number =       "3",
  pages =        "C399--C408",
  month =        "????",
  year =         "1993",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Mon Apr 14 10:23:20 MDT 1997",
  acknowledgement = ack-nhfb,
  classification = "C4260 (Computational geometry); C6130B (Graphics
                 techniques)",
  conflocation = "Barcelona, Spain; 6-10 Sept. 1993",
  conftitle =    "European Association for Computer Graphics 14th Annual
                 Conference and Exhibition. EUROGRAPHICS '93",
  corpsource =   "State Key Lab. of CAD and CG, Zhejiang Univ.,
                 Hangzhou, China",
  keywords =     "approach; computational geometry; curved surfaces;
                 Curved surfaces; curved surfaces; differential diffuse
                 surface areas; Differential diffuse surface areas;
                 differential diffuse surface areas; generalized
                 radiosity; Generalized radiosity approach;
                 interpolation; Light energy transfer; light energy
                 transfer; Linear interpolations; linear interpolations;
                 ray tracing; realistic image synthesis; Realistic image
                 synthesis; realistic image synthesis; rendering
                 (computer graphics); triangular surface patches;
                 Triangular surface patches; triangular surface
                 patches",
  thesaurus =    "Computational geometry; Interpolation; Ray tracing;
                 Rendering [computer graphics]",
  treatment =    "P Practical",
  who = "Havran Vlastimil: REN-0297",
}

@Article{Nehlig:1992:ATM,
  author =       "P. Nehlig and D. Ghazanfarpour",
  title =        "Affine texture mapping and antialiasing using integer
                 arithmetic",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "11",
  number =       "3",
  pages =        "C227--C236, C477",
  month =        "????",
  year =         "1992",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Mon Apr 14 10:23:20 MDT 1997",
  acknowledgement = ack-nhfb,
  classification = "C6130B (Graphics techniques)",
  conflocation = "Cambridge, UK; 7-11 Sept. 1992",
  conftitle =    "European Association for Computer Graphics 13th Annual
                 Conference. EUROGRAPHICS 92",
  corpsource =   "Centre de Recherche en Inf., Univ. Louis Pasteur,
                 Strasbourg, France",
  keywords =     "antialiasing; Antialiasing; antialiasing; arithmetic;
                 computer graphics; data compression; discrete affine
                 mapping; Discrete affine mapping; discrete affine
                 mapping; image generation; Image generation; image
                 generation; integer; Integer arithmetic; numerical
                 methods; Texture compression; texture compression;
                 texture mapping; Texture mapping",
  thesaurus =    "Computer graphics; Data compression; Numerical
                 methods",
  treatment =    "T Theoretical or Mathematical",
  who = "Havran Vlastimil: REN-0298",
}

@Article{Heckbert:1992:RF,
  author =       "P. S. Heckbert",
  title =        "Radiosity in flatland",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "11",
  number =       "3",
  pages =        "C181--C192, C474",
  month =        "????",
  year =         "1992",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Mon Apr 14 10:23:20 MDT 1997",
  acknowledgement = ack-nhfb,
  classification = "C4185 (Finite element analysis); C6130B (Graphics
                 techniques)",
  conflocation = "Cambridge, UK; 7-11 Sept. 1992",
  conftitle =    "European Association for Computer Graphics 13th Annual
                 Conference. EUROGRAPHICS 92",
  corpsource =   "Dept. of Tech. Math. and Inf., Delft Univ. of
                 Technol., Netherlands",
  keywords =     "approximations; Computer graphics; computer graphics;
                 computerised picture processing; discontinuities;
                 Discontinuities; discontinuity meshing; Discontinuity
                 meshing; element analysis; finite; Finite element
                 method; finite element method; Flatland; flatland;
                 global; Global illumination; illumination; Image
                 synthesis technique; image synthesis technique;
                 integral equation; Integral equation; integral
                 equation; interreflection of light; Interreflection of
                 light; interreflection of light; mesh boundaries; Mesh
                 boundaries; piecewise-linear; Piecewise-linear
                 approximations; Radiosity method; radiosity method;
                 shadow edges; Shadow edges; shadow edges; simulation;
                 Simulation",
  thesaurus =    "Computer graphics; Computerised picture processing;
                 Finite element analysis",
  treatment =    "P Practical",
  who = "Havran Vlastimil: REN-0299",
}

@InProceedings{Diefenbach:1997:MPP,
  author =       "Paul J. Diefenbach and Norman I. Badler",
  title =        "Multi-Pass Pipeline Rendering: Realism For Dynamic
                 Environments",
  booktitle =    "1997 Symposium on Interactive {3D} Graphics",
  pages =        "59--70",
  year =         "1997",
  editor =       "Michael Cohen and David Zeltzer",
  month =        apr,
  organization = "ACM SIGGRAPH",
  note =         "ISBN 0-89791-884-3",
  who = "Havran Vlastimil: REN-0300",
}

@Article{Jensen:1995:PMB,
  author =       "Henrik Wann Jensen and Niels J{\o}rgen Christensen",
  title =        "Photon maps in bidirectional {Monte Carlo} ray tracing
                 of complex objects",
  journal =      "Computers and Graphics",
  volume =       "19",
  number =       "2",
  pages =        "215--224",
  month =        mar # "--" # apr,
  year =         "1995",
  coden =        "COGRD2",
  ISSN =         "0097-8493",
  bibdate =      "Tue Oct 5 22:24:31 MDT 1999",
  url =          "http://www.elsevier.com/cgi-bin/cas/tree/store/cag/cas_sub/browse/browse.cgi?year=1995&;volume=19&issue=2&aid=9400145",
  acknowledgement = ack-nhfb,
  who = "Havran Vlastimil: REN-0301",
}

@Article{Shi:1993:MRA,
  author =       "Jiaoying Shi and Aidong Zhang and Jose
                 Encarna{\c{c}}{\~a}o and Martin G{\"o}bel",
  title =        "A modified radiosity algorithm for integrated visual
                 and auditory rendering",
  journal =      "Computers and Graphics",
  volume =       "17",
  number =       "6",
  pages =        "633--642",
  month =        nov # "--" # dec,
  year =         "1993",
  coden =        "COGRD2",
  ISSN =         "0097-8493",
  bibdate =      "Wed Feb 5 07:22:58 MST 1997",
  acknowledgement = ack-nhfb,
  affiliation =  "Zhejiang Univ",
  affiliationaddress = "Hangzhou, China",
  classification = "722.4; 723.1; 723.5; 741.1; 741.2; 751.3",
  conferenceyear = "1993",
  journalabr =   "Comput Graphics (Pergamon)",
  keywords =     "Algorithms; Architectural acoustics; Audition;
                 Auditory rendering; Computer simulation; Light
                 propagation; Natural sciences computing; Radiosity
                 algorithms; Three dimensional computer graphics; User
                 interfaces; Virtual reality; Vision; Visual rendering;
                 Visualization",
  who = "Havran Vlastimil: REN-0302",
}

@Article{Pattanaik:1993:EPE,
  author =       "S. N. Pattanaik and S. P. Mudur",
  title =        "Efficient potential equation solutions for global
                 illumination computation",
  journal =      "Computers and Graphics",
  volume =       "17",
  number =       "4",
  pages =        "387--396",
  month =        "Jul/Aug",
  year =         "1993",
  coden =        "COGRD2",
  ISSN =         "0097-8493",
  bibdate =      "Wed Feb 5 07:22:58 MST 1997",
  acknowledgement = ack-nhfb,
  affiliation =  "Natl Cent for Software Technology",
  affiliationaddress = "Bombay, India",
  classification = "707; 721.1; 921",
  journalabr =   "Comput Graphics (Pergamon)",
  keywords =     "Computation theory; Efficient potential equation
                 solutions; Global illumination; Illumination
                 computation methods; Lighting; Mathematical techniques;
                 Particle tracing",
  who = "Havran Vlastimil: REN-0303",
}

@InProceedings{Tellier94-PLMII,
  author =       "Pierre Tellier and Kadi Bouatouch",
  editor =       "P. Brunet and F. W. Jansen",
  year =         "1994",
  title =        "Physics-{Based} {Lighting} {Models}: {Implementation}
                 {Issues}",
  booktitle =    "Photorealistic Rendering in Computer Graphics
                 (Proceedings of the Second Eurographics Workshop on
                 Rendering)",
  pages =        "112--121",
  publisher =    "Springer-Verlag",
  address =      "New York, NY",
  who = "Havran Vlastimil: REN-0304",
}


@InProceedings{Cook:1981:RMC,
  author =       "R. L. Cook and K. E. Torrance",
  title =        "A reflectance model for computer graphics",
  pages =        "307--316",
  journal =      "Computer Graphics (SIGGRAPH '81 Proceedings)",
  volume =       "15",
  number =       "3",
  year =         "1981",
  month =        Aug,
  conference =   "held in Dallas, Texas; July 1981",
  keywords =     "I33 reflectance models",
  who = "Havran Vlastimil: REN-0305",
}

@InProceedings{Lange94a,
  author =       "Brigitta Lange",
  title =        "The Simulation of Radiant Light Transfer with
                 Stochastic Ray-Tracing",
  booktitle =    "Photorealistic Rendering in Computer Graphics
                 (Proceedings of the Second Eurographics Workshop on
                 Rendering)",
  pages =        "30--44",
  publisher =    "Springer-Verlag",
  address =      "New York",
  year =         "1994",
  keywords =     "monte carlo, radiosity, stochastic sampling,
                 caustics",
  note =         "an implementation of Kajiya's {"}Rendering Equation{"}
                 paper",
  who = "Havran Vlastimil: REN-0306",
}

@InProceedings{Clave94-RPSLS,
  author =       "Salvador Clave and Markus Gross",
  editor =       "P. Brunet and F. W. Jansen",
  year =         "1994",
  title =        "A {Rendering} {Pipeline} for {Street} {Lighting}
                 {Simulation}",
  booktitle =    "Photorealistic Rendering in Computer Graphics
                 (Proceedings of the Second Eurographics Workshop on
                 Rendering)",
  pages =        "251--262",
  publisher =    "Springer-Verlag",
  address =      "New York, NY",
  who = "Havran Vlastimil: REN-0307",
}

@InProceedings{Boulville92-TAGIM,
  author =       "Christian Bouville and Kadi Bouatouch and Pierre
                 Tellier and Xavier Pueyo",
  editor =       "K. Bouatouch and C. Bouville",
  year =         "1992",
  title =        "A {Theoretical} {Analysis} of {Global} {Illumination}
                 {Models}",
  booktitle =    "Photorealism in Computer Graphics (Proceedings
                 Eurographics Workshop on Photosimulation, Realism and
                 Physics in Computer Graphics, 1990)",
  pages =        "53--66",
  publisher =    "Springer-Verlag",
  address =      "Berlin, Germany",
  comments =     "energy transport equations",
  who = "Havran Vlastimil: REN-0308",
}

@InProceedings{Jensen:1998:ESL,
  author =       "Henrik Wann Jensen and Per H. Christensen",
  title =        "Efficient Simulation of Light Transport in Scenes With
                 Participating Media Using Photon Maps",
  booktitle =    "SIGGRAPH 98 Conference Proceedings",
  editor =       "Michael Cohen",
  series =       "Annual Conference Series",
  year =         "1998",
  organization = "ACM SIGGRAPH",
  publisher =    "Addison Wesley",
  month =        Jul,
  pages =        "311--320",
  note =         "ISBN 0-89791-999-8",
  annote =       "This paper presents a new method for computing global
                 illumination in scenes with participating media. The
                 method is based on bidirectional Monte Carlo ray
                 tracing and uses photon maps to increase efficciency
                 and reduce noise. We remove previous restrictions
                 limiting the photon map method to surfaces by
                 introducing a volume photon map containing photons in
                 participating media. We also derive a new radiance
                 estimate for photons in the volume photon map. The
                 method is fast and simple, but also general enough to
                 handle nonhomogeneous media and anisotropic scattering.
                 It can efficiently simulate effects such as multiple
                 volume scattering, color bleeding between volumes and
                 surfaces, and volume caustics (light re ected from or
                 transmitted through specular surfaces and then
                 scattered by a medium). The photon map is decoupled
                 from the geometric representation of the scene, making
                 the method capable of simulating global illumination in
                 scenes containing complex objects. These objects do not
                 need to be tessellated; they can be instanced, or even
                 represented by an implicit function. Since the method
                 is based on a bidirectional simulation, it
                 automatically adapts to illumination and view.
                 Furthermore, because the use of photon maps reduces
                 noise and aliasing, the method is suitable for
                 rendering of animations.",
  who = "Havran Vlastimil: REN-0309",
}

@Article{deFigueiredo:1996:AEI,
  author =       "Luiz Henrique {de Figueiredo} and Jorge Stolfi",
  title =        "Adaptive enumeration of implicit surfaces with affine
                 arithmetic",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "15",
  number =       "5",
  pages =        "287--296",
  month =        dec,
  year =         "1996",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Tue Mar 17 15:44:38 MST 1998",
  acknowledgement = ack-nhfb,
  affiliation =  "Computer Science Dep",
  classification = "716.1; 721.1; 723.5; 921.4; 921.6; 922.2; C1160
                 (Combinatorial mathematics); C4210 (Formal logic);
                 C6120 (File organisation); C6130B (Graphics
                 techniques)",
  corpsource =   "Dept. of Comput. Sci., PUC, Rio de Janeiro, Brazil",
  journalabr =   "Comput Graphics Forum",
  keywords =     "Adaptive algorithms; adaptive enumeration; Affine
                 arithmetic; affine arithmetic; Approximation theory;
                 cellular logic; Cellular models; Correlation theory;
                 Digital arithmetic; Implicit surfaces; implicit
                 surfaces; Interval arithmetic; interval arithmetic;
                 Mathematical models; Octrees; octrees; operands; range
                 analysts; rendering (computer graphics); rendering
                 methods; standard; Three dimensional computer graphics;
                 Trees (mathematics)",
  treatment =    "P Practical",
  who = "Havran Vlastimil: REN-0310",
}

@Article{Durand:1999:FAH,
  author =       "Fr{\'e}do Durand and George Drettakis and Claude
                 Puech",
  title =        "Fast and accurate hierarchical radiosity using global
                 visibility",
  journal =      "ACM Transactions on Graphics",
  volume =       "18",
  number =       "2",
  pages =        "128--170",
  month =        apr,
  year =         "1999",
  coden =        "ATGRDF",
  ISSN =         "0730-0301",
  bibdate =      "Wed Apr 5 06:31:37 MDT 2000",
  url =          "http://www.acm.org:80/pubs/citations/journals/tog/1999-18-2/p128-durand/",
  abstract =     "Recent hierarchical global illumination algorithms
                 permit the generation of images with a high degree of
                 realism. Nonetheless, appropriate refinement of light
                 transfers, high quality meshing, and accurate
                 visibility calculation can be challenging tasks. This
                 is particularly true for scenes containing multiple
                 light sources and scenes lit mainly by indirect light.
                 We present solutions to these problems by extending a
                 global visibility data structure, the Visibility
                 Skeleton. This extension allows us to calculate exact
                 point-to-polygon form-factors at vertices created by
                 subdivision. The structures also provides visibility
                 information for all light interactions, allowing
                 intelligent refinement strategies. High-quality meshing
                 is effected based on a perceptually based ranking
                 strategy which results in appropriate insertions of
                 discontinuity curves into the meshes representing
                 illumination. We introduce a hierarchy of
                 triangulations that allows the generation of a
                 hierarchical radiosity solution using accurate
                 visibility and meshing. Results of our implementation
                 show that our new algorithm produces high quality
                 view-independent lighting solutions for direct
                 illumination, for scenes with multiple lights and also
                 scenes lit mainly by indirect illumination.",
  acknowledgement = ack-nhfb,
  keywords =     "discontinuity meshing; form factor calculation; global
                 illumination; global visibility; hierarchical
                 radiosity; hierarchical triangulation; perception",
  subject =      "Computing Methodologies -Computer Graphics ---
                 Three-Dimensional Graphics and Realism (I.3.7); General
                 Terms: Algorithms",
  note = "Also VIS-0170",
  who = "Havran Vlastimil: REN-0311",
}


@InProceedings{Ferwerda:1997:MVM,
  author =       "James A. Ferwerda and Sumanta N. Pattanaik and Peter
                 Shirley and Donald P. Greenberg",
  title =        "A Model of Visual Masking for Computer Graphics",
  booktitle =    "SIGGRAPH 97 Conference Proceedings",
  editor =       "Turner Whitted",
  series =       "Annual Conference Series",
  year =         "1997",
  organization = "ACM SIGGRAPH",
  publisher =    "Addison Wesley",
  month =        Aug,
  pages =        "143--152",
  isbn =         "ISBN 0-89791-896-7",
  keywords =     "visual perception, masking, image quality, error
                 metrics",
  annote =       "In this paper we develop a computational model of
                 visual masking based on psychophysical data. The model
                 predicts how the presence of one visual pattern affects
                 the detectability of another. The model allows us to
                 choose texture patterns for computer graphics images
                 that hide the effects of faceting, banding, aliasing,
                 noise and other visual artifacts produced by sources of
                 error in graphics algorithms. We demonstrate the
                 utility of the model by choosing a texture pattern to
                 mask faceting artifacts caused by polygonal tesselation
                 of a at-shaded curved surface. The model predicts how
                 changes in the contrast, spatial frequency, and
                 orientation of the texture pattern, or changes in the
                 tesselation of the surface will alter the masking
                 effect. The model is general and has uses in geometric
                 modeling, realistic image synthesis, scientific
                 visualization, image compression, and image-based
                 rendering.",
  who = "Havran Vlastimil: REN-0312",
}


@InProceedings{EVL-2000-67,
  pages =        "287--296",
  year =         "2000",
  title =        "Surface Light Fields for 3{D} Photography",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2000-67",
  author =       "Daniel N. Wood and Daniel I. Azuma and Ken Aldinger
                 and Brian Curless and Tom Duchamp and David H. Salesin
                 and Werner Stuetzle",
  abstract =     "A surface light field is a function that assigns a
                 color to each ray originating on a surface. Surface
                 light fields are well suited to constructing virtual
                 images of shiny objects under complex lighting
                 conditions. This paper presents a framework for
                 construction, compression, interactive rendering, and
                 rudimentary editing of surface light fields of real
                 objects. Generalizations of vector quantization and
                 principal component analysis are used to construct a
                 compressed representation of an object's surface light
                 field from photographs and range scans. A new rendering
                 algorithm achieves interactive rendering of images from
                 the compressed representation, incorporating
                 view-dependent geometric level-of-detail control. The
                 surface light field representation can also be directly
                 edited to yield plausible surface light fields for
                 small changes in surface geometry and reflectance
                 properties.",
  editor =       "Kurt Akeley",
  keywords =     "surface light fields, 3D photography, lumigraph, light
                 field, function quantization, principal function
                 analysis, view-dependent level-of-detail, image-based
                 rendering, wavelets",
  series =       "Annual Conference Series",
  booktitle =    "Siggraph 2000, Computer Graphics Proceedings",
  publisher =    "ACM Press / ACM SIGGRAPH / Addison Wesley Longman",
  who = "Havran Vlastimil: REN-0313",
}


@InProceedings{Worrall98-IASS*,
  author =       "Adam Worrall and David Hedley and Derek Paddon",
  month =        jun,
  year =         "1998",
  title =        "Interactive Animation of Soft Shadows",
  booktitle =    "Proceedings of Computer Animation 1998",
  pages =        "88--94",
  note =         "Available from
                 http://www.cs.bris.ac.uk/Tools/Reports/Authors/worrall.html",
  publisher =    "IEEE Computer Society Press",
  who = "Havran Vlastimil: REN-0314",
}


@InProceedings{Heidrich:rend99-187,
  booktitle =    "Rendering Techniques '99",
  year =         "1999",
  editor =       "Dani Lischinski and Greg Ward Larson",
  series =       "Eurographics",
  publisher =    "Springer-Verlag Wien New York",
  author =       "Wolfgang Heidrich and Hendrik Lensch and Michael F.
                 Cohen and Hans-Peter Seidel",
  title =        "Light Field Techniques for Reflexions and
                 Refractions",
  pages =        "187--196",
  who = "Havran Vlastimil: REN-0315",
}


@InProceedings{Keating:rend99-197,
  booktitle =    "Rendering Techniques '99",
  year =         "1999",
  editor =       "Dani Lischinski and Greg Ward Larson",
  series =       "Eurographics",
  publisher =    "Springer-Verlag Wien New York",
  author =       "Brett Keating and Nelson Max",
  title =        "Shadow Penumbras for Complex Objects by
                 Depth-Dependent Filtering of Multi-Layer Depth Images",
  pages =        "197--212",
  who = "Havran Vlastimil: REN-0316",
}

@InProceedings{Walter:rend99-19,
  booktitle =    "Rendering Techniques '99",
  year =         "1999",
  editor =       "Dani Lischinski and Greg Ward Larson",
  series =       "Eurographics",
  publisher =    "Springer-Verlag Wien New York",
  author =       "Bruce Walter and George Drettakis and Steven Parker",
  title =        "Interactive Rendering using Render Cache",
  pages =        "19--30",
  who = "Havran Vlastimil: REN-0317",
}

@InProceedings{EVL-1998-106,
  pages =        "31--38",
  year =         "1998",
  title =        "A Real-Time Volume Rendering Architecture Using an
                 Adaptive Resampling Scheme for Parallel and Perspective
                 Projections",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1998-106",
  author =       "Masato Ogata and TakaHide Ohkami and Hugh C. Lauer and
                 Hanspeter Pfister",
  language =     "en",
  abstract =     "This paper describes an object-order real-time volume
                 rendering architecture using an adaptive resampling
                 scheme to perform re-sampling operations in a unified
                 parallel-pipeline manner for both parallel and
                 perspective projections. Unlike parallel projections,
                 perspective projections require a variable resampling
                 structure due to diverging perspective rays. In order
                 to address this issue, we propose an adaptive pipelined
                 convolution block for resampling operations using the
                 level of resolution to keep the parallel-pipeline
                 structure regular. We also propose to use
                 multi-resolution datasets prepared for different levels
                 of grid resolution to bound the convolution operations.
                 The proposed convolution block is organized using a
                 systolic array structure, which works well with a
                 distributed skewed memory for conflict-free accesses of
                 voxels. We present the results of some experiments with
                 our software simulators of the proposed architecture
                 and discuss about important technical issues.",
  organization = "IEEE, ACM SIGGRAPH",
  keywords =     "Volume Graphics, Volume Rendering, Raycasting,
                 Raytracing, Parallel Projection, Perspective
                 Projection, Scientific Visualization, Real-Time,
                 Systolic Array",
  copyright =    "IEEE, ACM SIGGRAPH",
  booktitle =    "IEEE Symposium on Volume Visualization",
  who = "Havran Vlastimil: REN-0318",
}

@InProceedings{EVL-1998-107,
  pages =        "39--46",
  year =         "1998",
  title =        "Adding Shadows to a Texture-Based Volume Renderer",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1998-107",
  author =       "Uwe Behrens and Ralf Ratering",
  language =     "en",
  abstract =     "Texture-based volume rendering is a technique to
                 efficiently visualize volumetric data using texture
                 mapping hardware. In this paper we present an
                 algorithm, that extends this approach to render shadows
                 for the volume. The algorithm takes advantage of fast
                 frame-buffer operations modern graphics hardware
                 offers, but does not depend on any special purpose
                 hardware. The visual impression of the final image is
                 significantly improved by bringing more structure and
                 three-dimensional information into the often foggyish
                 appearance of texture-based volume renderings. Although
                 the algorithm does not perform lighting calculations,
                 the resulting image has a shaded appearance, which is a
                 further visual cue to spatial understanding of the data
                 and lets the images appear more realistic. As
                 calculating the shadows is independent of the
                 visualization process it can be applied to any form of
                 volume visualization, though volume rendering based on
                 two- or three-dimensional texture mapping hardware
                 makes the most sense. Compared to unshadowed
                 texture-based volume rendering, performance decreases
                 by less than 50%, which is still sufficient to
                 guarantee interactive manipulation of the volume data.
                 In the special case where only the camera is moving
                 with the light position fixed to the scene there is no
                 performance decrease at all, because recalculation has
                 only to be done if the position of the light source
                 with respect to the volume changes.",
  organization = "IEEE, ACM SIGGRAPH",
  keywords =     "volume rendering, shadow algorithms, texture-based
                 volume rendering, image compositing",
  copyright =    "IEEE, ACM SIGGRAPH",
  booktitle =    "IEEE Symposium on Volume Visualization",
  who = "Havran Vlastimil: REN-0319",
}

@TechReport{Prikryl99-IDHRR,
  author =       "J. Prikryl and Philippe Bekaert and Werner
                 Purgathofer",
  month =        oct,
  year =         "1999",
  title =        "Importance-Driven Hierarchical Stochastic Ray
                 Radiosity",
  number =       "TR-186-2-99-22",
  note =         "Available from
                 http://www.cg.tuwien.ac.at/research/TR/detailed_index.html",
  address =      "Vienna, Austria",
  institution =  "Institute of Computer Graphics, Vienna University of
                 Technology",
  who = "Havran Vlastimil: REN-0320",
}

@Article{Tumblin:1993:TRR,
  author =       "Jack Tumblin and Holly E. Rushmeier",
  title =        "Tone Reproduction for Realistic Images",
  journal =      "IEEE Computer Graphics and Applications",
  volume =       "13",
  number =       "6",
  pages =        "42--48",
  month =        nov,
  year =         "1993",
  coden =        "ICGADZ",
  ISSN =         "0272-1716",
  bibdate =      "Sat Jan 25 06:42:48 MST 1997",
  note =         "also appeared as Tech. Report GIT-GVU-91-13, Graphics,
                 Visualization \& Usability Center, Coll. of Computing,
                 Georgia Institute of Tech",
  abstract =     "Display methods should compensate for all
                 light-dependent changes in the way we see. Better tone
                 reproduction for computer graphics will help solve
                 display range problems.",
  acknowledgement = ack-nhfb,
  affiliation =  "Georgia Inst. of Technol., Atlanta, GA, USA",
  classification = "461.1; 722.4; 723.5; 741.1; 741.2",
  journalabr =   "IEEE Comput Graphics Appl",
  keywords =     "Color computer graphics; Display devices; Global
                 illumination method; Illuminating engineering; Image
                 processing; Image synthesis; Light dependent effects;
                 Medical applications; Radiosity image display; Tone
                 reproduction; Vision",
  who = "Havran Vlastimil: REN-0321",
}

@InProceedings{EVL-1999-311,
  pages =        "291--298",
  year =         "1999",
  title =        "{LOD}-Sprite Technique for Accelerated Terrain
                 Rendering",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1999-311",
  author =       "Baoquan Chen and J. Edward Swan II and Eddy Kuo and
                 Arie E. Kaufman",
  abstract =     "We present a new rendering technique, termed
                 LOD-sprite rendering, which uses a combination of a
                 level-of-detail (LOD) represen- tation of the scene
                 together with reusing image sprites (previously
                 rendered images). Our primary application is
                 accelerating terrain rendering. The LOD-sprite
                 technique renders an initial frame using a
                 high-resolution model of the scene geometry. It renders
                 subsequent frames with a much lower-resolution model of
                 the scene geometry and texture-maps each polygon with
                 the image sprite from the initial high-resolution
                 frame. As it renders these subsequent frames the
                 technique measures the error associated with the
                 divergence of the view position from the position where
                 the initial frame was rendered. Once this error exceeds
                 a user-defined threshold, the technique re-renders the
                 scene from the high-resolution model. We have
                 efficiently implemented the LOD-sprite technique with
                 texture-mapping graphics hardware. Although to date we
                 have only applied LOD-sprite to terrain rendering, it
                 could easily be extended to other applications. We feel
                 LOD-sprite holds particular promise for real-time
                 rendering systems.",
  organization = "IEEE",
  address =      "San Francisco",
  editor =       "David Ebert and Markus Gross and Bernd Hamann",
  booktitle =    "IEEE Visualization '99",
  who = "Havran Vlastimil: REN-0322",
}

@InProceedings{Bastos:1999:SICG,
  author =       "Uri Bastos and Kenneth Hoff and William Wynn and
                  Anselmo Lastra",
  title =        "Increased Photorealism for Interactive Architectural
                  Walkthroughs",
  booktitle =    "1999 Symposium on Interactive {3D} Graphics",
  pages =        "183--190",
  year =         "1999",
  organization = "ACM SIGGRAPH",
  note =         "ISBN 1-58113-082-1/99/04",
  who = "Havran Vlastimil: REN-0323",
}

@InProceedings{EVL-1998-360,
  pages =        "351--358",
  year =         "1998",
  title =        "Pixel Masks for Screen-Door Transparency",
  author =       "Jurriaan D. Mulder and Frans C. A. Groen and Jarke J.
                 van Wijk",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1998-360",
  abstract =     "Rendering objects transparently gives additional
                 insight in complex and overlapping structures. However,
                 traditional techniques for the rendering of transparent
                 objects such as alpha blending are not very well suited
                 for the rendering of multiple transparent objects in
                 dynamic scenes. Screen-door transparency is a technique
                 to render transparent objects in a simple and efficient
                 way: No sorting is required and intersecting polygons
                 can be handled without further preprocessing. With this
                 technique, polygons are rendered through a mask: Only
                 where the mask is present, pixels are set. However,
                 artifacts such as incorrect opacities and distracting
                 patterns can easily occur if the masks are not
                 carefully designed. In this paper, first the
                 requirements on the masks are considered. Next, three
                 algorithms are presented for the generation of pixel
                 masks. One algorithm is designed for the creation of
                 small (e.g. 4 \Theta 4) masks. The other two algorithms
                 can be used for the creation of larger masks (e.g. 32
                 \Theta 32). For each of these algorithms results are
                 presented and discussed.",
  organization = "IEEE",
  editor =       "David Ebert and Hans Hagen and Holly Rushmeier",
  keywords =     "Screen-Door Transparency",
  booktitle =    "IEEE Visualization '98",
  who = "Havran Vlastimil: REN-0324",
}

@InProceedings{EVL-2000-86,
  pages =        "455--464",
  year =         "2000",
  title =        "Illuminating Micro Geometry Based on Precomputed
                 Visibility",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2000-86",
  author =       "Wolfgang Heidrich and Katja Daubert and Jan Kautz and
                 Hans-Peter Seidel",
  abstract =     "Many researchers have been arguing that geometry, bump
                 maps, and BRDFs present a hierarchy of detail that
                 should be exploited for efficient rendering purposes.
                 In practice however, this is often not possible due to
                 inconsistencies in the illumination for these different
                 levels of detail. For example, while bump map rendering
                 often only considers direct illumination and no
                 shadows, geometry-based rendering and BRDFs will mostly
                 also respect shadowing effects, and in many cases even
                 indirect illumination caused by scattered light. In
                 this paper, we present an approach for overcoming these
                 inconsistencies. We introduce an inexpensive method for
                 consistently illuminating height fields and bump maps,
                 as well as simulating BRDFs based on precomputed
                 visibility information. With this information we can
                 achieve a consistent illumination across the levels of
                 detail. The method we propose offers significant
                 performance benefits over existing algorithms for
                 computing the light scattering in height fields and for
                 computing a sampled BRDF representation using a virtual
                 gonioreflectometer. The performance can be further
                 improved by utilizing graphics hardware, which then
                 also allows for interactive display. Finally, our
                 method also approximates the changes in illumination
                 when the height field, bump map, or BRDF is applied to
                 a surface with a different curvature.",
  editor =       "Kurt Akeley",
  keywords =     "Illumination Effects, Monte Carlo Techniques, Graphics
                 Hardware, Frame Buffer Tricks, Reflectance & Shading
                 Models, Texture Mapping",
  series =       "Annual Conference Series",
  booktitle =    "Siggraph 2000, Computer Graphics Proceedings",
  publisher =    "ACM Press / ACM SIGGRAPH / Addison Wesley Longman",
  who = "Havran Vlastimil: REN-0325",
}


@Article{Neumann:1999:CMR,
  author =       "L{\'a}szl{\'o} Neumann and Attila Neumannn and
                 L{\'a}szl{\'o} Szirmay-Kalos",
  title =        "Compact Metallic Reflectance Models",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "18",
  number =       "3",
  pages =        "??--??",
  month =        sep,
  year =         "1999",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Wed Oct 11 06:13:37 MDT 2000",
  url =          "http://www.blackwellpublishers.co.uk/asp/journal.asp?ref=0167-7055&;amp;src=ard&amp;aid=337&amp;iid=3&amp;vid=18",
  acknowledgement = ack-nhfb,
  author-1-adr = "Department of Control Engineering and Information
                 Technology, Technical University of Budapest, Budapest,
                 Hungary",
  author-2-adr = "Department of Control Engineering and Information
                 Technology, Technical University of Budapest, Budapest,
                 Hungary",
  author-3-adr = "Department of Control Engineering and Information
                 Technology, Technical University of Budapest, Budapest,
                 Hungary",
  who = "Havran Vlastimil: REN-0326",
}


@Article{Szirmay-Kalos:1999:SIN,
  author =       "L{\'a}szl{\'o} Szirmay-Kalos",
  title =        "Stochastic Iteration for Non-diffuse Global
                 Illumination",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "18",
  number =       "3",
  pages =        "??--??",
  month =        sep,
  year =         "1999",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Wed Oct 11 06:13:37 MDT 2000",
  url =          "http://www.blackwellpublishers.co.uk/asp/journal.asp?ref=0167-7055&;amp;src=ard&amp;aid=344&amp;iid=3&amp;vid=18",
  acknowledgement = ack-nhfb,
  author-1-adr = "Department of Control Engineering and Information
                 Technology, Technical University of Budapest, Hungary",
  who = "Havran Vlastimil: REN-0327",
}

@Article{Weiskopf:1999:SDE,
  author =       "Daniel Weiskopf and Ute Kraus and Hanns Ruder",
  title =        "Searchlight and {Doppler} effects in the visualization
                 of special relativity: a corrected derivation of the
                 transformation of radiance",
  journal =      "ACM Transactions on Graphics",
  volume =       "18",
  number =       "3",
  pages =        "278--292",
  month =        jul,
  year =         "1999",
  coden =        "ATGRDF",
  ISSN =         "0730-0301",
  abstract =     "We demonstrate that a photo-realistic image of a
                 rapidly moving object is dominated by the searchlight
                 and Doppler effects. Using a photon-counting technique,
                 we derive expressions for the relativistic
                 transformation of radiance. We show how to incorporate
                 the Doppler and searchlight effects in the two common
                 techniques of special relativistic visualization,
                 namely ray tracing and polygon rendering. Most authors
                 consider geometrical appearance only and neglect
                 relativistic effects on the lighting model. Chang et
                 al. [1996] present an incorrect derivation of the
                 searchlight effect, which we compare to our results.
                 Some examples are given to show the results of image
                 synthesis with relativistic effects taken into
                 account.",
  bibdate =      "Mon Sep 18 10:53:48 MDT 2000",
  url =          "http://www.acm.org/pubs/citations/journals/tog/1999-18-3/p278-weiskopf/",
  keywords =     "Doppler effect; Lorentz transformation; aberration of
                 light; illumination; searchlight effect; special
                 relativity",
  subject =      "Computing Methodologies --- Computer Graphics ---
                 Three-Dimensional Graphics and Realism (I.3.7);
                 .Computing Methodologies --- Computer Graphics ---
                 Three-Dimensional Graphics and Realism (I.3.7): Color,
                 shading, shadowing, and texture; Computer Applications
                 --- Physical Sciences and Engineering (J.2); Computer
                 Applications --- Physical Sciences and Engineering
                 (J.2): Physics;",
  acknowledgement = ack-nhfb,
  who = "Havran Vlastimil: REN-0328",
}


@Article{Neumann:1999:RMF,
  author =       "L{\'a}szl{\'o} Neumann and Attila Neumann and
                 L{\'a}szl{\'o} Szirmay-Kalos",
  title =        "Reflectance Models with Fast Importance Sampling",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "18",
  number =       "4",
  pages =        "??--??",
  month =        dec,
  year =         "1999",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Wed Oct 11 06:13:38 MDT 2000",
  url =          "http://www.blackwellpublishers.co.uk/asp/journal.asp?ref=0167-7055&;amp;src=ard&amp;aid=378&amp;iid=4&amp;vid=18",
  acknowledgement = ack-nhfb,
  author-1-adr = "Department of Control Engineering and Information
                 Technology, Technical University of Budapest",
  author-2-adr = "Department of Control Engineering and Information
                 Technology, Technical University of Budapest",
  author-3-adr = "Department of Control Engineering and Information
                 Technology, Technical University of Budapest",
  who = "Havran Vlastimil: REN-0329",
}

@InProceedings{Durand00-ITM,
  author =       "Fredo Durand and Julie Dorsey",
  editor =       "B. Peroche and H. Rushmeier",
  year =         "2000",
  title =        "Interactive Tone Mapping",
  booktitle =    "Rendering Techniques 2000 (Proceedings of the Eleventh
                 Eurographics Workshop on Rendering)",
  note =         "To appear",
  publisher =    "Springer Wien",
  address =      "New York, NY",
  who = "Havran Vlastimil: REN-0330",
}

@InProceedings{EVL-2000-78,
  pages =        "385--392",
  year =         "2000",
  title =        "Deep Shadow Maps",
  author =       "Tom Lokovic and Eric Veach",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2000-78",
  abstract =     "Abstract We introduce deep shadow maps, a technique
                 that produces fast, high-quality shadows for primitives
                 such as hair, fur, and smoke. Unlike traditional shadow
                 maps, which store a single depth at each pixel, deep
                 shadow maps store a representation of the fractional
                 visibility through a pixel at all possible depths. Deep
                 shadow maps have several advantages. First, they are
                 prefiltered, which allows faster shadow lookups and
                 much smaller memory footprints than regular shadow maps
                 of similar quality. Second, they support shadows from
                 partially transparent surfaces and volumetric objects
                 such as fog. Third, they handle important cases of
                 motion blur at no extra cost. The algorithm is simple
                 to implement and can be added easily to existing
                 renderers as an alternative to ordinary shadow maps.",
  editor =       "Kurt Akeley",
  series =       "Annual Conference Series",
  booktitle =    "Siggraph 2000, Computer Graphics Proceedings",
  publisher =    "ACM SIGGRAPH / Addison Wesley Longman",
  who = "Havran Vlastimil: REN-0331",
}

@Article{Huttner:1999:FTV,
  author =       "Tobias H{\"u}ttner and Wolfgang Strasser",
  title =        "FlyAway: a {$3$D} terrain visualization system using
                 multiresolution principles",
  journal =      "Computers and Graphics",
  volume =       "23",
  number =       "4",
  pages =        "479--485",
  month =        aug,
  year =         "1999",
  coden =        "COGRD2",
  ISSN =         "0097-8493",
  bibdate =      "Sat Oct 21 14:27:18 MDT 2000",
  url =          "http://www.elsevier.nl/gej-ng/10/13/20/24/34/29/abstract.html;
                 http://www.elsevier.nl/gej-ng/10/13/20/24/34/29/article.pdf",
  acknowledgement = ack-nhfb,
  who = "Havran Vlastimil: REN-0331",
}

@Article{Cohen-Or:1997:EAT,
  author =       "Daniel {Cohen-Or}",
  title =        "Exact antialiasing of textured terrain models",
  journal =      "The Visual Computer",
  year =         "1997",
  volume =       "13",
  number =       "4",
  pages =        "184--199",
  publisher =    "Springer-Verlag",
  note =         "ISSN 0178-2789",
  keywords =     "terrain visualization, visual simulations, voxel-based
                 modelling, ray casting, antialiasing, area sampling,
                 supersampling",
  annote =       "We introduce a fast area-sampling antialiasing
                 technique for textured terrain models. We scan the
                 model in image order, averaging the pixel footprint
                 values. The technique samples all, but only, the
                 visible parts. It improves previous texture mapping
                 methods that ignore selfoccluded footprints. It is
                 superior to super-sampling. The image quality is
                 assessed in both spatial and temporal domains. The good
                 precision of the sampling process in the spatial domain
                 provides an alias-free temporal domain. The low
                 computational cost of the rendering technique and its
                 high-quality filtering in the spatio-temporal domain
                 offer a tool for real-time rendering of discrete
                 terrain models.",
  who = "Havran Vlastimil: REN-0332",
}


@InProceedings{EVL-2000-194,
  year =         "2000",
  title =        "Texturing Techniques for Terrain Visualization",
  author =       "J{\"u}rgen D{\"o}llner and Konstantin Baumann and
                 Klaus Hinrichs",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2000-194",
  abstract =     "We present a new rendering technique for processing
                 multiple multiresolution textures of LOD terrain models
                 and describe its application to interactive, animated
                 terrain content design. The approach is based on a
                 multiresolution model for terrain texture which
                 cooperates with a multiresolution model for terrain
                 geometry. For each texture layer, an image pyramid and
                 a texture tree are constructed. Multiple texture layers
                 can be associated with one terrain model and can be
                 combined in different ways, e.g., by blending and
                 masking. The rendering algorithm traverses
                 simultaneously the geometry multiresolution model and
                 the texture multiresolution model, and takes into
                 account geometric and texture approximation errors. It
                 uses multi-pass rendering and exploits multitexturing
                 to achieve real-time performance. Applications include
                 interactive texture lenses, texture animation, and
                 topographic textures. These techniques offer an
                 enormous potential for developing new visualization
                 applications for presenting, exploring and manipulating
                 spatio-temporal data.",
  booktitle =    "Proc. of the 11th Ann. IEEE Visualization Conference
                 (Vis) 2000",
   who = "Havran Vlastimil: REN-0333",
}


@InProceedings{Premoze:rend99-107,
  booktitle =    "Rendering Techniques '99",
  year =         "1999",
  editor =       "Dani Lischinski and Greg Ward Larson",
  series =       "Eurographics",
  publisher =    "Springer-Verlag Wien New York",
  author =       "Simon Premoze and William B. Thompson and Peter
                 Shirley",
  title =        "Geospecific Rendering of Alpine Terrain",
  pages =        "107--118",
  who = "Havran Vlastimil: REN-0334",
}


@Article{Reddy:1999:TIV,
  author =       "Martin Reddy and Yvan Leclerc and Lee Iverson and Nat
                 Bletter",
  title =        "{TerraVision II}: Visualizing Massive Terrain
                 Databases in {VRML}",
  journal =      "IEEE Computer Graphics and Applications",
  volume =       "19",
  number =       "2",
  pages =        "30--38",
  month =        mar # "\slash " # apr,
  year =         "1999",
  coden =        "ICGADZ",
  ISSN =         "0272-1716",
  bibdate =      "Mon Apr 12 07:01:44 MDT 1999",
  url =          "http://computer.org/cga/cg1999/g2030abs.htm;
                 http://dlib.computer.org/cg/books/cg1999/pdf/g2030.pdf",
  acknowledgement = ack-nhfb,
  who = "Havran Vlastimil: REN-0335",
}

@InProceedings{EVL-1998-123,
  pages =        "19--26",
  year =         "1998",
  title =        "Large Scale Terrain Visualization Using The Restricted
                 Quadtree Triangulation",
  author =       "Renato Pajarola",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1998-123",
  language =     "en",
  abstract =     "Real-time rendering of triangulated surfaces has
                 attracted growing interest in the last few years.
                 However, interactive visualization of very large scale
                 grid digital elevation models is still a hard problem.
                 The graphics load must be controlled by an adaptive
                 surface triangulation and by taking advantage of
                 different levels of detail. Furthermore, the management
                 of the visible scene requires efficient access to the
                 terrain database. We describe a all-in-one
                 visualization system which integrates adaptive
                 triangulation, dynamic scene management and spatial
                 data handling. The triangulation model is based on the
                 restricted quadtree triangulation. Furthermore, we
                 present new algorithms of the restricted quadtree
                 triangulation. These include among others exact error
                 approximation, progressive meshing, performance
                 enhancements and spatial access.",
  organization = "IEEE",
  copyright =    "IEEE",
  booktitle =    "Proceedings IEEE Visualization'98",
  who = "Havran Vlastimil: REN-0336",
}

@InProceedings{EVL-1998-149,
  pages =        "343--350",
  year =         "1998",
  title =        "Interactive Display Of Very Large Textures",
  author =       "David Cline and Parris K. Egbert",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1998-149",
  language =     "en",
  abstract =     "Large textures cause bottlenecks in real-time
                 applications that often lead to a loss of
                 interactivity. These performance bottlenecks occur
                 because of disk and network transfer, texture
                 translation, and memory swapping. We present a software
                 solution that alleviates the problems associated with
                 large textures by treating texture as a
                 bandwidth-limited resource rather than a finite
                 resource. As a result the display of large textures is
                 reduced to a caching problem in which texture memory
                 serves as the primary cache for texture data, main
                 memory the secondary cache, and local disk the tertiary
                 cache. By using this cache hierarchy, applications are
                 able to maintain real-time performance while displaying
                 textures hundreds of times larger than can fit into
                 texture memory.",
  organization = "IEEE",
  copyright =    "IEEE",
  booktitle =    "Proceedings IEEE Visualization'98",
  who = "Havran Vlastimil: REN-0337",
}


@InProceedings{Schauffer:rend99-174,
  booktitle =    "Rendering Techniques '99",
  year =         "1999",
  editor =       "Dani Lischinski and Greg Ward Larson",
  series =       "Eurographics",
  publisher =    "Springer-Verlag Wien New York",
  author =       "Gernot Schauffer and Markus Priglinger",
  title =        "Efficient Displacement Mapping by Image Warping",
  pages =        "175--186",
  who = "Havran Vlastimil: REN-0338",
}


@InProceedings{EVL-1999-121,
  year =         "1999",
  title =        "Applications of Pixel Textures in Visualization and
                 Realistic Image Synthesis",
  author =       "W. Heidrich and R. Westermann and H.-P. Seidel and T.
                 Ertl",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1999-121",
  organization = "ACM/Siggraph",
  booktitle =    "ACM Symposium on Interactive 3D Graphics",
  who = "Havran Vlastimil: REN-0339",
}

@Article{tvcg-1998-4,
  author =       "Fabrice Neyret",
  title =        "{Modeling, Animating, and Rendering Complex Scenes
                 Using Volumetric Textures}",
  journal =      "IEEE Transactions on Visualization and Computer
                 Graphics",
  volume =       "4",
  number =       "1",
  month =        jan,
  year =         "1998",
  pages =        "55--70",
  abstract =     "Complex repetitive scenes containing forests, foliage,
                 grass, hair, or fur, are challenging for common
                 modeling and rendering tools. The amount of data, the
                 tediousness of modeling and animation tasks, and the
                 cost of realistic rendering have caused such kind of
                 scene to see only limited use even in high-end
                 productions. We describe here how the use of volumetric
                 textures is well suited to such scenes. These
                 primitives can greatly simplify modeling and animation
                 tasks. More importantly, they can be very efficiently
                 rendered using ray tracing with few aliasing artifacts.
                 The main idea, initially introduced by Kajiya and Kay
                 [9], is to represent a pattern of 3D geometry in a
                 reference volume, that is tiled over an underlying
                 surface much like a regular 2D texture. In our
                 contribution, the mapping is independent of the mesh
                 subdivision, the pattern can contain any kind of shape,
                 and it is prefiltered at different scales as for
                 MIP-mapping. Although the model encoding is volumetric,
                 the rendering method differs greatly from traditional
                 volume rendering: A volumetric texture only exists in
                 the neighborhood of a surface, and the repeated
                 instances (called texels) of the reference volume are
                 spatially deformed. Furthermore, each voxel of the
                 reference volume contains a key feature which controls
                 the reflectance function that represents aggregate
                 intravoxel geometry. This allows for ray-tracing of
                 highly complex scenes with very few aliasing artifacts,
                 using a single ray per pixel (for the part of the scene
                 using the volumetric texture representation). The major
                 technical considerations of our method lie in the
                 ray-path determination and in the specification of the
                 reflectance function.",
  keywords =     "volumetric textures, complex geometry, levels of
                 detail",
  tvcg-abstract-url = "http://www.computer.org/tvcg/tg1998/v0055abs.htm",
  tvcg-pdf-url = "http://dlib.computer.org/tg/books/tg1998/pdf/v0055.pdf",
  who = "Havran Vlastimil: REN-0340",
}

@Article{Dana:1999:RTR,
  author =       "Kristin J. Dana and Bram van Ginneken and Shree K.
                 Nayar and Jan J. Koenderink",
  title =        "Reflectance and texture of real-world surfaces",
  journal =      "ACM Transactions on Graphics",
  volume =       "18",
  number =       "1",
  pages =        "1--34",
  month =        jan,
  year =         "1999",
  bibdate =      "Fri Jun 4 06:15:34 MDT 1999",
  url =          "http://www.acm.org:80/pubs/citations/journals/tog/1999-18-1/p1-dana/",
  abstract =     "In this work, we investigate the visual appearance of
                 real-world surfaces and the dependence of appearance on
                 the geometry of imaging conditions. We discuss a new
                 texture representation called the BTF (bidirectional
                 texture function) which captures the variation in
                 texture with illumination and viewing direction. We
                 present a BTF database with image textures from over 60
                 different samples, each observed with over 200
                 different combinations of viewing and illumination
                 directions. We describe the methods involved in
                 collecting the database as well as the importance and
                 uniqueness of this database for computer graphics. A
                 related quantity to the BTF is the familiar BRDF
                 (bidirectional reflectance distribution function). The
                 measurement methods involved in the BTF database are
                 conducive to simultaneous measurement of the BRDF.
                 Accordingly, we also present a BRDF database with
                 reflectance measurements for over 60 different samples,
                 each observed with over 200 different combinations of
                 viewing and illumination directions. Both of these
                 unique databases are publicly available and have
                 important implications for computer graphics.",
  acknowledgement = ack-nhfb,
  keywords =     "experimentation; measurement",
  subject =      "{\bf I.2.10} Computing Methodologies, ARTIFICIAL
                 INTELLIGENCE, Vision and Scene Understanding,
                 Intensity, color, photometry, and thresholding. {\bf
                 I.2.10} Computing Methodologies, ARTIFICIAL
                 INTELLIGENCE, Vision and Scene Understanding, Texture.
                 {\bf I.3.5} Computing Methodologies, COMPUTER GRAPHICS,
                 Computational Geometry and Object Modeling, Physically
                 based modeling. {\bf I.4.1} Computing Methodologies,
                 IMAGE PROCESSING AND COMPUTER VISION, Digitization and
                 Image Capture, Imaging geometry. {\bf I.4.1} Computing
                 Methodologies, IMAGE PROCESSING AND COMPUTER VISION,
                 Digitization and Image Capture, Radiometry. {\bf I.4.7}
                 Computing Methodologies, IMAGE PROCESSING AND COMPUTER
                 VISION, Feature Measurement, Texture. {\bf I.4.8}
                 Computing Methodologies, IMAGE PROCESSING AND COMPUTER
                 VISION, Scene Analysis, Photometry.",
  who = "Havran Vlastimil: REN-0341",
}

@Article{EVL-1999-109,
  year =         "1999",
  title =        "High-Quality Splatting on Rectilinear Grids with
                 Efficient Culling of Occluded Voxels",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1999-109",
  author =       "Klaus Mueller and Naeem Shareef and Jian Huang and
                 Roger Crawfis",
  abstract =     "Splatting is a popular volume rendering algorithm that
                 pairs good image quality with an efficient volume
                 projection scheme. The current axis-aligned
                 sheet-buffer approach, however, bears certain
                 inaccuracies. The effect of these is less noticeable in
                 still images, but clearly revealed in animated viewing,
                 where disturbing popping of object brightness occurs at
                 certain view angle transitions. In previous work, we
                 presented a new variant of sheet-buffered splatting in
                 which the compositing sheets are oriented parallel to
                 the image plane. This scheme not only eliminates the
                 condition for popping, but also produces images of
                 higher quality. In this paper, we summarize this new
                 paradigm and extend it in a number of ways. We devise a
                 new solution to render rectilinear grids of equivalent
                 cost to the traditional approach that treats the
                 anisotropic volume as being warped into a cubic grid.
                 This enables us to use the usual radially symmetric
                 kernels, which can be projected without inaccuracies.
                 Next, current splatting approaches necessitate the
                 projection of all voxels in the iso-interval(s),
                 although only a subset of these voxels may eventually
                 be visible in the final image. To eliminate these
                 wasteful computations we propose a novel front-to-back
                 approach that employs an occlusion map to determine if
                 a splat contributes to the image before it is
                 projected, thus skipping occluded splats. Additional
                 measures are presented for further speedups. In
                 addition, we present an efficient list-based volume
                 traversal scheme that facilitates the quick
                 modification of transfer functions and iso-values.",
  month =        apr,
  volume =       "5",
  keywords =     "splatting, volume rendering, visualization,
                 rectilinear grids",
  number =       "2",
  journal =      "IEEE Transactions on Visualization and Computer
                 Graphics",
  who = "Havran Vlastimil: REN-0342",
}

@Article{Sun:1999:DSC,
  author =       "Yinlong Sun and F. David Fracchia and Thomas W.
                 Calvert and Mark S. Drew",
  title =        "Deriving Spectra from Colors and Rendering Light
                 Interference",
  journal =      "IEEE Computer Graphics and Applications",
  volume =       "19",
  number =       "4",
  pages =        "61--66",
  month =        jul # "\slash " # aug,
  year =         "1999",
  coden =        "ICGADZ",
  ISSN =         "0272-1716",
  url =          "http://computer.org/cga/cg1999/g4061abs.htm;
                 http://dlib.computer.org/cg/books/cg1999/pdf/g4061.pdf",
  acknowledgement = ack-nhfb,
  bibdate =      "Fri Jul 16 12:43:27 MDT 1999",
  who = "Havran Vlastimil: REN-0343",
}

@Article{Johnson:1999:FSC,
  author =       "Garrett M. Johnson and Mark D. Fairchild",
  title =        "Full-Spectral Color Calculations in Realistic Image
                 Synthesis",
  journal =      "IEEE Computer Graphics and Applications",
  volume =       "19",
  number =       "4",
  pages =        "47--53",
  month =        jul # "\slash " # aug,
  year =         "1999",
  coden =        "ICGADZ",
  ISSN =         "0272-1716",
  url =          "http://computer.org/cga/cg1999/g4047abs.htm;
                 http://dlib.computer.org/cg/books/cg1999/pdf/g4047.pdf",
  acknowledgement = ack-nhfb,
  bibdate =      "Fri Jul 16 12:43:27 MDT 1999",
  who = "Havran Vlastimil: REN-0344",
}

@Article{Hall:1999:CSC,
  author =       "Roy Hall",
  title =        "Comparing Spectral Color Computation Methods",
  journal =      "IEEE Computer Graphics and Applications",
  volume =       "19",
  number =       "4",
  pages =        "36--??",
  month =        jul # "\slash " # aug,
  year =         "1999",
  coden =        "ICGADZ",
  ISSN =         "0272-1716",
  url =          "http://computer.org/cga/cg1999/g4036abs.htm;
                 http://dlib.computer.org/cg/books/cg1999/pdf/g4036.pdf",
  acknowledgement = ack-nhfb,
  bibdate =      "Fri Jul 16 12:43:27 MDT 1999",
  who = "Havran Vlastimil: REN-0345",
}

@Article{Cabral:1987:BRF,
  author =       "Brian Cabral and Nelson Max and Rebecca Springmeyer",
  title =        "Bidirectional Reflection Functions from Surface Bump
                 Maps",
  journal =      "Computer Graphics",
  volume =       "21",
  number =       "4",
  pages =        "273--281",
  month =        jul,
  year =         "1987",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  bibdate =      "Mon Oct 4 18:47:07 MDT 1999",
  url =          "http://www.acm.org:80/pubs/citations/proceedings/graph/37401/p273-cabral/",
  acknowledgement = ack-nhfb,
  conference =   "held in Anaheim, California; 27--31 July 1987",
  keywords =     "design; theory; reflectance, shading, bidirectional
                 reflection function, lighting model, horizon mapping,
                 spherical harmonics, environmental illumination,
                 shading bump",
  subject =      "{\bf I.3.7} Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Color, shading, shadowing, and texture.",
  who = "Havran Vlastimil: REN-0346",
}

@InProceedings{Myszkowski:rend99-5,
  booktitle =    "Rendering Techniques '99",
  year =         "1999",
  editor =       "Dani Lischinski and Greg Ward Larson",
  series =       "Eurographics",
  publisher =    "Springer-Verlag Wien New York",
  author =       "Karol Myszkowski and Przemyslaw Rokita and Takehiro
                 Tawara",
  title =        "Perceptually-Informed Accelerated Rendering of High
                 Quality Walkthrough Sequences",
  pages =        "5--18",
  who = "Havran Vlastimil: REN-0347",
}

@Article{Pattanaik:1998:MMA,
  author =       "Sumanta N. Pattanaik and James A. Ferwerda and Mark D.
                 Fairchild and Donald P. Greenberg",
  title =        "A Multiscale Model of Adaptation and Spatial Vision
                 for Realistic Image Display",
  journal =      "Computer Graphics",
  volume =       "32",
  number =       "{Annual Conference Series}",
  pages =        "287--298",
  month =        aug,
  year =         "1998",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  bibdate =      "Mon Oct 4 18:57:39 MDT 1999",
  url =          "http://www.acm.org:80/pubs/citations/proceedings/graph/280814/p287-pattanaik/;
                 http://www.graphics.cornell.edu/~jaf/home/research.html;
                 http://www.graphics.cornell.edu/~jaf/home/research.html;
                 http://w3imagis.imag.fr/Membres/Frederic.Durand/Book/sig98.html",
  acknowledgement = ack-nhfb,
  keywords =     "algorithms; human factors",
  subject =      "{\bf I.3.0} Computing Methodologies, COMPUTER
                 GRAPHICS, General. {\bf I.3.3} Computing Methodologies,
                 COMPUTER GRAPHICS, Picture/Image Generation, Display
                 algorithms. {\bf I.3.8} Computing Methodologies,
                 COMPUTER GRAPHICS, Applications. {\bf I.3.3} Computing
                 Methodologies, COMPUTER GRAPHICS, Picture/Image
                 Generation, Viewing algorithms. {\bf H.1.2} Information
                 Systems, MODELS AND PRINCIPLES, User/Machine Systems,
                 Human factors.",
  who = "Havran Vlastimil: REN-0348",
}

@Article{Greene:1994:EAR,
  author =       "N. Greene and M. Kass",
  title =        "Error-Bounded Antialiased Rendering of Complex
                 Environments",
  journal =      "Computer Graphics",
  volume =       "28",
  number =       "{Annual Conference Series}",
  pages =        "59--66",
  month =        Jul,
  year =         "1994",
  coden =        "CGRADI",
  ISSN =         "0097-8930",
  bibdate =      "Thu Feb 6 08:30:20 MST 1997",
  acknowledgement = ack-nhfb,
  keywords =     "ACM; computer graphics; SIGGRAPH",
  who = "Havran Vlastimil: REN-0349",
}

@InProceedings{Rohlf:1994:IPH,
  author =       "John Rohlf and James Helman",
  booktitle =    "Proceedings of SIGGRAPH '94",
  title =        "{IRIS} Performer: {A} High Performance Multiprocessing
                 Toolkit for Real--{T}ime 3{D} Graphics",
  pages =        "381--395",
  month =        Jul,
  year =         "1994",
  who = "Havran Vlastimil: REN-0350",
}

@Article{Reed:1994:VSL,
  author =       "Todd Reed and Brian Wyvill",
  title =        "Visual Simulation of Lightning",
  journal =      "Computer Graphics",
  volume =       "28",
  number =       "{Annual Conference Series}",
  pages =        "359--364",
  month =        Jul,
  year =         "1994",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  bibdate =      "Mon Oct 4 18:51:53 MDT 1999",
  url =          "http://www.acm.org:80/pubs/citations/proceedings/graph/192161/p359-reed/",
  abstract =     "A method for rendering lightning using conventional
                 raytracing techniques is discussed. The approach taken
                 is directed at producing aesthetic images for
                 animation, rather than providing a realistic physically
                 based model for rendering. A particle system is used to
                 generate the path of the lightning channel, and
                 subsequently to animate the lightning. A technique,
                 using implicit surfaces, is introduced for illuminating
                 objects struck by lightning.",
  acknowledgement = ack-nhfb,
  keywords =     "theory; ACM; computer graphics; SIGGRAPH",
  subject =      "{\bf I.3.3} Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation. {\bf I.3.7}
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Animation.",
  who = "Havran Vlastimil: REN-0351",
}

@Article{Bao:1999:NLV,
  author =       "Hujun Bao and Li Chen and Jianguo Ying and Qunsheng
                 Peng",
  title =        "Non-linear view interpolation",
  journal =      "The Journal of Visualization and Computer Animation",
  volume =       "10",
  number =       "4",
  pages =        "233--241",
  year =         "1999",
  coden =        "JVCAEO",
  ISSN =         "1049-8907",
  bibdate =      "Sun Oct 29 13:23:28 MST 2000",
  url =          "http://www3.interscience.wiley.com/cgi-bin/fulltext?ID=68501008&;PLACEBO=IE.pdf;
                 http://www3.interscience.wiley.com/cgi-bin/abstract/68501008/START",
  acknowledgement = ack-nhfb,
  who = "Havran Vlastimil: REN-0352",
}

@InProceedings{Vilaplana:1989:ECC,
  author =       "J. Vilaplana and X. Pueyo",
  title =        "Exploiting coherence for clipping and view
                 transformation in radiosity algorithm",
  booktitle =    "Eurographics Workshop on Photosimulation, Realism and
                 Physics in Computer Graphics",
  year =         "1989",
  conference =   "held in Rennes, France; 11-13 June 1989",
  keywords =     "form-factor calculations",
  annote =       "Present some techniques which take advantage of
                 several kinds of coherence in order to speed up the
                 clipping and view transformation steps involved in
                 form-factor calculation using the hemicube approach.",
  who = "Havran Vlastimil: REN-0353",
}

@Article{Keating:1999:ESA,
  author =       "Brett Keating",
  title =        "Efficient Shadow Antialiasing Using an {$A$}-Buffer",
  journal =      "Journal of Graphics Tools: JGT",
  volume =       "4",
  number =       "3",
  pages =        "23--33",
  year =         "1999",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  url =          "http://www.acm.org/jgt/papers/Keating99/",
  acknowledgement = ack-nhfb,
  who = "Havran Vlastimil: REN-0354",
}

@Article{McCormick:1999:DAB,
  author =       "Patrick S. McCormick and Charles Hansen and Edward
                 Angel",
  title =        "The Deferred Accumulation Buffer",
  journal =      "Journal of Graphics Tools: JGT",
  volume =       "4",
  number =       "3",
  pages =        "35--46",
  year =         "1999",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  url =          "http://www.acm.org/jgt/papers/McCormickHansenAngel99/",
  acknowledgement = ack-nhfb,
  who = "Havran Vlastimil: REN-0355",
}

@Article{Max:1999:WCV,
  author =       "Nelson Max",
  title =        "Weights for Computing Vertex Normals from Facet
                 Normals",
  journal =      "Journal of Graphics Tools: JGT",
  volume =       "4",
  number =       "2",
  pages =        "1--6",
  year =         "1999",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  url =          "http://www.acm.org/jgt/papers/Max99/",
  acknowledgement = ack-nhfb,
  who = "Havran Vlastimil: REN-0356",
}

@Article{Schmalstieg:1999:FPA,
  author =       "Dieter Schmalstieg and Robert F. Tobler",
  title =        "Fast Projected Area Computation for Three-Dimensional
                 Bounding Boxes",
  journal =      "Journal of Graphics Tools: JGT",
  volume =       "4",
  number =       "2",
  pages =        "37--43",
  year =         "1999",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  url =          "http://www.acm.org/jgt/papers/SchmalstiegTobler99/",
  acknowledgement = ack-nhfb,
  who = "Havran Vlastimil: REN-0357",
}


@Article{Zhang:1999:DIB,
  author =       "Hansong Zhang",
  title =        "A Derivation of Image-Based Rendering for Conventional
                 Three-Dimensional Graphics",
  journal =      "Journal of Graphics Tools: JGT",
  volume =       "4",
  number =       "2",
  pages =        "27--36",
  year =         "1999",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  url =          "http://www.acm.org/jgt/papers/Zhang99/",
  acknowledgement = ack-nhfb,
  who = "Havran Vlastimil: REN-0358",
}

@Article{Robertson:1989:STR,
  author =       "Philip K. Robertson",
  title =        "Spatial Transformations for Rapid Scan-Line Surface
                 Shadowing",
  journal =      "IEEE Computer Graphics and Applications",
  volume =       "9",
  number =       "2",
  pages =        "30--38",
  month =        mar,
  year =         "1989",
  coden =        "ICGADZ",
  ISSN =         "0272-1716",
  bibdate =      "Sat Jan 25 06:42:48 MST 1997",
  acknowledgement = ack-nhfb,
  classification = "723; 741",
  journalabr =   "IEEE Comput Graphics Appl",
  keywords =     "Aliasing; Computer Graphics; Hidden Surfaces; Image
                 Processing; Mathematical Techniques --- Interpolation;
                 Spatial Transformations; surface shadowing; Surface
                 Shadowing; Three Dimensional Graphics",
  who = "Havran Vlastimil: REN-0359",
}

@Article{Nakamae:1989:CIA,
  author =       "Eihachiro Nakamae and Takao Ishizaki and Tomoyuki
                 Nishita and Shinichi Takita",
  title =        "Compositing {3D} images with antialiasing and various
                 shading effects",
  journal =      "IEEE Computer Graphics and Applications",
  volume =       "9",
  number =       "2",
  pages =        "21--29",
  month =        mar,
  year =         "1989",
  coden =        "ICGADZ",
  ISSN =         "0272-1716",
  bibdate =      "Sat Jan 25 06:42:48 MST 1997",
  acknowledgement = ack-nhfb,
  classification = "723; 741",
  journalabr =   "IEEE Comput Graphics Appl",
  keywords =     "3D Image Composition; Antialiased Images; compositing;
                 Computer Graphics; Image Processing; Image Shading
                 Effects; Multiscanning Method; Texture Mapping; Three
                 Dimensional Graphics",
  xxtitle =      "Compositing {3D} Images with Antialiasing and Various
                 Effects",
  xxlibnote =    "Volume missing from U of Utah library.",
  who = "Havran Vlastimil: REN-0360",
}

@Article{Rushmeier:1995:VRP,
  author =       "Holly Rushmeier and Anthony Hamins and Mun Young
                 Choi",
  title =        "Volume rendering of pool fire data",
  journal =      "IEEE Computer Graphics and Applications",
  volume =       "15",
  number =       "4",
  pages =        "62--67",
  month =        jul,
  year =         "1995",
  coden =        "ICGADZ",
  ISSN =         "0272-1716",
  bibdate =      "Sat Jan 25 06:42:48 MST 1997",
  acknowledgement = ack-nhfb,
  affiliation =  "Natl Inst of Standards and Technology",
  affiliationaddress = "Gaithersburg, MD, USA",
  classification = "723.5; 914.2; 921.2; 921.6",
  journalabr =   "IEEE Comput Graphics Appl",
  keywords =     "Calculations; Computer graphics; Fires; Imaging
                 techniques; Integration; Line integration; Mathematical
                 models; Pool fires; Radiation effects; Ray casting; Two
                 dimensional; Visualization; Volume rendering",
  who = "Havran Vlastimil: REN-0361",
}

@InProceedings{Oren:1994:GLR,
  author =       "Michael Oren and Shree K. Nayar",
  editor =       "Andrew Glassner",
  booktitle =    "Proceedings of SIGGRAPH '94 (Orlando, Florida, July
                 24--29, 1994)",
  title =        "Generalization of Lambert's Reflectance Model",
  organization = "ACM SIGGRAPH",
  publisher =    "ACM Press",
  pages =        "239--246",
  month =        jul,
  year =         "1994",
  note =         "ISBN 0-89791-667-0",
  series =       "Computer Graphics Proceedings, Annual Conference
                 Series",
  who = "Havran Vlastimil: REN-0362",
}

@Article{Nishita:1994:MDO,
  author =       "Tomoyuki Nishita and Eihachiro Nakamae",
  title =        "Method of Displaying Optical Effects within Water
                 using Accumulation Buffer",
  journal =      "Computer Graphics",
  volume =       "28",
  number =       "{Annual Conference Series}",
  pages =        "373--379",
  month =        jul,
  year =         "1994",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  bibdate =      "Mon Oct 4 18:51:53 MDT 1999",
  url =          "http://www.acm.org:80/pubs/citations/proceedings/graph/192161/p373-nishita/",
  abstract =     "A precise shading model is required to display
                 realistic images. Recently research on global
                 illumination has been widespread. In global
                 illumination, problems of diffuse reflection have been
                 solved fairly well, but some optical problems after
                 specular reflection and refraction still remain. Some
                 natural phenomena stand out in reflected/refracted
                 light from the wave surface of water. Refracted light
                 from water surface converges and diverges, and creates
                 shafts of light due to scattered light from particles.
                 The color of the water is influenced by
                 scattering/absorption effects of water molecules and
                 suspensions. For these effects, the intensity and
                 direction of incident light to particles plays an
                 important role, and it is difficult to calculate them
                 in conventional ray-tracing because light refracts when
                 passing through waves. Therefore, the pre-processing
                 tracing from light sources is necessary. The method
                 proposed here can effectively calculate optical
                 effects, shaft of light, caustics, and color of the
                 water without such pre-processing by using a scanline
                 Z-buffer and accumulation buffer.",
  acknowledgement = ack-nhfb,
  keywords =     "ACM; computer graphics; SIGGRAPH; theory",
  subject =      "{\bf I.3.3} Computing Methodologies, COMPUTER
                 GRAPHICS, Picture/Image Generation. {\bf I.3.7}
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism.",
  who = "Havran Vlastimil: REN-0363",
}

@PhdThesis{BekaertThesis,
  author =       "P. Bekaert",
  title =        "Hierarchical and Stochastic Algorithms for Radiosity",
  school =       "Department of Computer Science,
                  Katholieke Universiteit Leuven",
  year =         "1999",
  who = "Havran Vlastimil: REN-0364",
}


@Article{Suykens:1999:WMM,
  author =       "Frank Suykens and Yves D. Willems",
  title =        "Weighted Multipass Methods for Global Illumination",
  volume =       "18",
  number =       "3",
  journal =      "Computer Graphics Forum",
  month =        sep,
  year =         "1999",
  publisher =    "Blackwell Publishers",
  pages =        "209--220",
  note =         "{ISSN} 1067-7055",
  annote =       "In multipass rendering, care has to be taken to
                 include all light transport only once in the final
                 solution. Therefore the different methods in current
                 multipass configurations handle a perfectly disjunct
                 part of the light transport. In this paper a Monte
                 Carlo variance reduction technique is presented that
                 probabilistically weights overlapping transport between
                 different methods. A good heuristic for the weights is
                 derived so that strengths of the respective methods are
                 retained. The technique is applied to a combination of
                 radiosity and bidirectional path tracing and
                 significant improvement is obtained over the
                 non-weighted combination. This method promises to be a
                 very useful extension to other multipass algorithms as
                 well.",
  who = "Havran Vlastimil: REN-0365",
}


@Article{Stamminger00-EGGII*,
  author =       "Marc Stamminger and Annette Scheel and Xavier Granier
                 and Frederic Perez-Cazorla and George Drettakis and
                 Francois Sillion",
  year =         "2000",
  title =        "Efficient Glossy Global Illumination with Interactive
                 Viewing",
  journal =      "Computer Graphics Forum",
  volume =       "19",
  number =       "1",
  pages =        "13--25",
  who = "Havran Vlastimil: REN-0366",
}


@Article{Hasenfratz:1999:APA,
  author =       "Jean-Marc Hasenfratz and Cyrille Damez and
                 Fran{\c{c}}ois Sillion and George Drettakis",
  title =        "A Practical Analysis of Clustering Strategies for
                 Hierarchical Radiosity",
  volume =       "18",
  number =       "3",
  journal =      "Computer Graphics Forum",
  month =        sep,
  year =         "1999",
  publisher =    "Blackwell Publishers",
  pages =        "221--232",
  note =         "{ISSN} 1067-7055",
  annote =       "The calculation of radiant energy balance in complex
                 scenes has been made possible by hierarchical radiosity
                 methods based on clustering mechanisms. Although
                 clustering offers an elegant theoretical solution by
                 reducing the asymptotic complexity of the algorithm,
                 its practical use raises many difficulties, and may
                 result in image artifacts or unexpected behavior. This
                 paper proposes a detailed analysis of the expectations
                 placed on clustering and compares the relative merits
                 of existing, as well as newly introduced, clustering
                 algorithms. This comparison starts from the precise
                 definition of various clustering strategies based on a
                 taxonomy of data structures and construction
                 algorithms, and proceeds to an experimental study of
                 the clustering behavior for real-world scenes.
                 Interestingly, we observe that for some scenes light is
                 difficult to simulate even with clustering. Our results
                 lead to a series of observations characterizing the
                 adequacy of clustering methods for meeting such diverse
                 goals as progressive solution improvement, efficient
                 ray casting acceleration, and faithful representation
                 of object density for approximate visibility
                 calculations.",
  who = "Havran Vlastimil: REN-0367",
}


@Article{Heckbert:1990:ART,
  author =       "Paul S. Heckbert",
  title =        "Adaptive Radiosity Textures for Bidirectional Ray
                 Tracing",
  journal =      "Computer Graphics",
  volume =       "24",
  number =       "4",
  pages =        "145--154",
  month =        aug,
  year =         "1990",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  bibdate =      "Mon Oct 4 18:49:03 MDT 1999",
  url =          "http://www.acm.org:80/pubs/citations/proceedings/graph/97879/p145-heckbert/",
  acknowledgement = ack-nhfb,
  annote =       "We present a rendering method designed to provide
                 accurate, general simulation of global illumination for
                 realistic image synthesis. Separating surface
                 interaction into diffuse plus specular, we compute the
                 specular component on the fly, as in ray tracing, and
                 store the diffuse component (the radiosity) for
                 later-reuse, similar to a radiosity algorithm.
                 Radiosities are stored in {\em adaptive radiosity
                 textures (rexes)} that record the pattern of light and
                 shadow on every diffuse surface in the scene. They
                 adaptively subdivide themselves to the appropriate
                 level of detail for the picture being made, resolving
                 sharp shadow edges automatically. \\ We use a
                 three-pass, bidirectional ray tracing algorithm that
                 traces rays from both the lights and the eye. The
                 ``size pass'' records visibility information on diffuse
                 surfaces; the ``light pass'' progressively traces rays
                 from lights and bright surfaces to deposit photons on
                 diffuse surfaces to construct the radiosity textures;
                 and the ``eye pass'' traces rays from the eye,
                 collecting light from diffuse surfaces to make a
                 picture.",
  conference =   "held in Dallas, Texas; 6--10 August 1990",
  keywords =     "algorithms; global illumination, density estimation,
                 texture mapping, quadtree, adaptive subdivision,
                 sampling",
  subject =      "{\bf I.3.7} Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Visible line/surface algorithms. {\bf I.3.5} Computing
                 Methodologies, COMPUTER GRAPHICS, Computational
                 Geometry and Object Modeling, Curve, surface, solid,
                 and object representations. {\bf I.3.3} Computing
                 Methodologies, COMPUTER GRAPHICS, Picture/Image
                 Generation, Display algorithms. {\bf I.3.7} Computing
                 Methodologies, COMPUTER GRAPHICS, Three-Dimensional
                 Graphics and Realism, Color, shading, shadowing, and
                 texture.",
  who = "Havran Vlastimil: REN-0368",
}

@InProceedings{EVL-1999-402,
  pages =        "171--194",
  year =         "1999",
  title =        "Anisotropic diffusion for Monte Carlo noise
                 reduction",
  author =       "Michael D. McCool",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-1999-402",
  abstract =     "Monte Carlo sampling can be used to estimate solutions
                 to global light transport and other rendering problems.
                 However, a large number of observations may be needed
                 to reduce the variance to acceptable levels. Rather
                 than computing more observations within each pixel, if
                 spatial coherence exists in image space it can be used
                 to reduce visual error by averaging estimators in
                 adjacent pixels. Anisotropic diffusion is a
                 space-variant noise reduction technique that can
                 selectively preserve texture, edges, and other details
                 using a map of image coherence. The coherence map can
                 be estimated from depth and normal information as well
                 as interpixel color distance. Incremental estimation of
                 the reduction in variance, in conjunction with
                 statistical normalization of interpixel color
                 distances, yields an energy-preserving algorithm that
                 converges to a spatially nonconstant steady state.",
  volume =       "18 (2)",
  keywords =     "Monte Carlo methods, anisotropic diffusion, global
                 illumination, image processing, image synthesis, light
                 transport, noise reduction, space-variant filtering",
  booktitle =    "ACM Transactions on Graphics",
  who = "Havran Vlastimil: REN-0369",
}


@Article{Sbert:1997:OSS,
  author =       "Mateu Sbert",
  title =        "Optimal Source Selection in Shooting Random Walk
                 {Monte Carlo} Radiosity",
  journal =      "Com{\-}pu{\-}ter Graphics Forum",
  volume =       "16",
  number =       "3",
  pages =        "C301--C308",
  month =        sep # " 4--8",
  year =         "1997",
  coden =        "CGFODY",
  ISSN =         "0167-7055",
  bibdate =      "Tue Mar 17 15:44:38 MST 1998",
  acknowledgement = ack-nhfb,
  affiliation =  "Universitat de Girona",
  affiliationaddress = "Girona, Spain",
  classification = "723.5; 741.1; 921.5; 922.1; 922.2",
  journalabr =   "Comput Graphics Forum",
  keywords =     "Computer graphics; Computer simulation; Lighting;
                 Monte Carlo methods; Optimization; Probability;
                 Radiosity; Rendering method",
  who = "Havran Vlastimil: REN-0370",
}

@Article{Bishop:1998:DPG,
  author =       "Lars Bishop and Dave Eberly and Turner Whitted and
                 Mark Finch and Michael Shantz",
  title =        "Designing a {PC} Game Engine",
  journal =      "IEEE Computer Graphics and Applications",
  volume =       "18",
  number =       "1",
  pages =        "46--53",
  month =        jan # "\slash " # feb,
  year =         "1998",
  coden =        "ICGADZ",
  ISSN =         "0272-1716",
  bibdate =      "Thu Feb 26 12:06:17 MST 1998",
  url =          "http://computer.org/cga/cg1998/g1046abs.htm;
                 http://dlib.computer.org/cg/books/cg1998/pdf/g1046.pdf",
  acknowledgement = ack-nhfb,
  who = "Havran Vlastimil: REN-0371",
}

@Article{Zaninetti:1999:AAM,
  author =       "Jacques Zaninetti and Pierre Boy and Bernard Peroche",
  title =        "An Adaptive Method for Area Light Sources and Daylight
                 in Ray Tracing",
  volume =       "18",
  number =       "3",
  journal =      "Computer Graphics Forum",
  month =        sep,
  year =         "1999",
  publisher =    "Blackwell Publishers",
  pages =        "139--150",
  note =         "{ISSN} 1067-7055",
  annote =       "This paper proposes an adaptive method for taking both
                 (diffuse or not) planar area light sources and daylight
                 into account in a ray tracing environment which
                 separates the calculation of direct and indirect
                 illumination. In a given point, direct illumination due
                 to a light source or to natural light is represented by
                 a vector, the direction and magnitude of which being
                 computed through an adaptive area approach, which is
                 driven by the solid angle according to which a part of
                 the source is seen from the current point. In the case
                 of unoccluded diffuse polygonal sources, an analytical
                 formula is used which gives an exact value for this
                 vector.",
  who = "Havran Vlastimil: REN-0372",
}


@Article{Wang:1999:MSR,
  author =       "Changyaw Wang and Kelvin Sung",
  title =        "Multi-Stage {$N$}-rooks Sampling Method",
  journal =      "Journal of Graphics Tools: JGT",
  volume =       "4",
  number =       "1",
  pages =        "39--47",
  year =         "1999",
  ISSN =         "1086-7651",
  bibdate =      "Thu Oct 12 17:08:13 2000",
  url =          "http://www.acm.org/jgt/papers/WangSung99/",
  acknowledgement = ack-nhfb,
  who = "Havran Vlastimil: REN-0373",
}


@InProceedings{EVL-2001-54,
  year =         "2001",
  title =        "Enhancements to Directional Coherence Maps",
  author =       "Annette Scheel and Marc Stamminger and J{\"o}rg
                 P{\"u}tz and Hans-Peter Seidel",
  url =          "http://visinfo.zib.de/EVlib/Show?EVL-2001-54",
  abstract =     "Directional Coherence Maps as proposed by Guo in '98
                 are a very efficient acceleration technique for ray
                 tracing based global illumination renderers. It vastly
                 reduces the number of pixels which have to be computed
                 exactly by identifying regions which are suitable for
                 interpolation. By using oriented finite elements for
                 interpolation, the sampling density can be kept low for
                 large regions of the target image. In this paper we
                 describe extensions of the method. An improved object
                 test is presented which prevents that small objects are
                 missed. Additionally, it is shown how to handle
                 textures efficiently, which was not possible with the
                 original approach.",
  editor =       "V. Skala",
  keywords =     "Directional Coherence Maps, Rendering,
                 Interpolation.",
  booktitle =    "WSCG 2001 Conference Proceedings",
  who = "Havran Vlastimil: REN-0374",
}

@InProceedings{Fernando:2001:ASM,
  author =       "Randima Fernando and Sebastian Fernandez and Kavita
                 Bala and Donald P. Greenberg",
  title =        "Adaptive Shadow Maps",
  booktitle =    "SIGGRAPH 2001 Conference Proceedings",
  editor =       "Eugene Fiume",
  organization = "ACM SIGGRAPH",
  conference =   "Los Angeles, CA, August 12-17, 2001",
  series =       "Annual Conference Series",
  month =        aug,
  year =         "2001",
  pages =        "387--390",
  publisher =    "Addison Wesley",
  keywords =     "Rendering, Shadow Algorithms.",
  abstract =     "Shadow maps provide a fast and convenient method of
                 identifying shadows in scenes but can introduce
                 aliasing. This paper introduces the Adaptive Shadow Map
                 (ASM) as a solution to this problem. An ASM removes
                 aliasing by resolving pixel size mismatches between the
                 eye view and the light source view. It achieves this
                 goal by storing the light source view (i.e., the shadow
                 map for the light source) as a hierarchical grid
                 structure as opposed to the conventional flat
                 structure. As pixels are transformed from the eye view
                 to the light source view, the ASM is refined to create
                 higher-resolution pieces of the shadow map when needed.
                 This is done by evaluating the contributions of shadow
                 map pixels to the overall image quality. The
                 improvement process is view-driven, progressive, and
                 confined to a user-specifiable memory footprint. We
                 show that ASMs enable dramatic improvements in shadow
                 quality while maintaining interactive rates.",
  who = "Havran Vlastimil: REN-0375",
  URL =          "http://visinfo.zib.de/EVlib/Show?EVL-2001-128",
}

@Article{Heckbert:1990:ART,
  author =       "Paul S. Heckbert",
  editor =       "Forest Baskett",
  title =        "Adaptive Radiosity Textures for Bidirectional Ray
                 Tracing",
  journal =      "Computer Graphics",
  volume =       "24",
  number =       "4",
  pages =        "145--154",
  month =        Aug,
  year =         "1990",
  coden =        "CGRADI, CPGPBZ",
  ISSN =         "0097-8930",
  annote =       "We present a rendering method designed to provide
                 accurate, general simulation of global illumination for
                 realistic image synthesis. Separating surface
                 interaction into diffuse plus specular, we compute the
                 specular component on the fly, as in ray tracing, and
                 store the diffuse component (the radiosity) for
                 later-reuse, similar to a radiosity algorithm.
                 Radiosities are stored in {\em adaptive radiosity
                 textures (rexes)} that record the pattern of light and
                 shadow on every diffuse surface in the scene. They
                 adaptively subdivide themselves to the appropriate
                 level of detail for the picture being made, resolving
                 sharp shadow edges automatically. \\ We use a
                 three-pass, bidirectional ray tracing algorithm that
                 traces rays from both the lights and the eye. The
                 `size pass'' records visibility information on diffuse
                 surfaces; the `light pass'' progressively traces rays
                 from lights and bright surfaces to deposit photons on
                 diffuse surfaces to construct the radiosity textures;
                 and the `eye pass'' traces rays from the eye,
                 collecting light from diffuse surfaces to make a
                 picture.",
  conference =   "held in Dallas, Texas; 6--10 August 1990",
  keywords =     "global illumination, density estimation, texture
                 mapping, quadtree, adaptive subdivision, sampling",
}


@InBook{Scheel01-TFGR*,
  author =       "Annette Scheel and Marc Stamminger and Hans-Peter
                 Seidel",
  year =         "2001",
  title =        "Thrifty Final Gather Radiosity",
  booktitle =    "Rendering Techniques 2001 (Proceedings of the Twelfth
                 Eurographics Workshop on Rendering)",
  note =         "To appear",
  publisher =    "Springer Wien",
  address =      "New York, NY",
  who = "Havran Vlastimil: REN-0377",
}



@InBook{Stark01-RTIAS,
  author =       "Michael M. Stark and Richard F. Riesenfeld",
  year =         "2001",
  title =        "Reflected and Transmitted Irradiance from Area Sources
                 Using Vertex Tracing",
  booktitle =    "Rendering Techniques 2001 (Proceedings of the Twelfth
                 Eurographics Workshop on Rendering)",
  note =         "To appear",
  publisher =    "Springer Wien",
  address =      "New York, NY",
  who = "Havran Vlastimil: REN-0378",
}

@InBook{Chen01-SNLPL,
  author =       "Min Chen and James Arvo",
  year =         "2001",
  title =        "Simulating Non-Lambertian Phenomena Involving
                 Linearly-Varying Luminaires",
  booktitle =    "Rendering Techniques 2001 (Proceedings of the Twelfth
                 Eurographics Workshop on Rendering)",
  note =         "To appear",
  publisher =    "Springer Wien",
  address =      "New York, NY",
  who = "Havran Vlastimil: REN-0379",
}

@InProceedings{Dumont:2001:PBT,
  author =       "Reynald Dumont and Fabio Pellacini and James A.
                 Ferwerda",
  title =        "A Perceptually-Based Texture Caching Algorithm for
                 Hardware-Based Rendering",
  booktitle =    "Eurographics Workshop on Rendering",
  conference =   "held in London, England; 25-27 June 2001",
  year =         "2001",
  abstract =     "The performance of hardware-based interactive
                 rendering systems is often constrained by polygon fill
                 rates and texture map capacity, rather than polygon
                 count alone. We present a new software texture caching
                 algorithm that optimizes the use of texture memory in
                 current graphics hardware by dynamically allocating
                 more memory to the textures that have the greatest
                 visual importance in the scene. The algorithm employs a
                 resource allocation scheme that decides which
                 resolution to use for each texture in board memory. The
                 allocation scheme estimates the visual importance of
                 textures using a perceptually-based metric that takes
                 into account view point and vertex illumination as well
                 as texture contrast and frequency content. This
                 approach provides high frame rates while maximizing
                 image quality.",
  who = "Havran Vlastimil: REN-0380",
}

@INPROCEEDINGS{Herf96sketch,
AUTHOR={Michael Herf and Paul S. Heckbert},
TITLE={Fast Soft Shadows},
BOOKTITLE={Visual Proceedings, SIGGRAPH 96},
MONTH={Aug.},
YEAR={1996},
PAGES={145},
KEYWORDS={penumbra, graphics workstation, accumulation buffer, texture mapping},
}

@TECHREPORT{Heckbert97shadow,
AUTHOR={Paul S. Heckbert and Michael Herf},
TITLE={Simulating Soft Shadows with Graphics Hardware},
INSTITUTION={CS Dept., Carnegie Mellon U.},
MONTH={Jan.},
YEAR=1997,
NUMBER={CMU-CS-97-104},
note ={CMU-CS-97-104, http://www.cs.cmu.edu/~ph},
keywords ={penumbra, texture mapping, graphics workstation,
                 interaction, real-time, SGI Reality Engine},
who  = {Havran Vlastimil: REN-0060},
}

@MISC{Herf97shadow,
AUTHOR={Michael Herf and Paul S. Heckbert},
TITLE={Soft Shadow Textures},
NOTE={Submitted for publication},
YEAR=1997,
}

@TECHREPORT{Herf97thesis,
AUTHOR={Michael Herf},
TITLE={Efficient Generation of Soft Shadow Textures},
INSTITUTION={CS Dept., Carnegie Mellon U.},
MONTH={May},
YEAR=1997,
NUMBER={CMU-CS-97-138},
KEYWORDS={penumbra, texture mapping, interaction, real-time,
edge flag fill, PC},
}

@INPROCEEDINGS{Nishita83,
AUTHOR={Tomoyuki Nishita and Eihachiro Nakamae},
TITLE={Half-Tone Representation of 3-{D} Objects Illuminated by Area Sources
or Polyhedron Sources},
BOOKTITLE={COMPSAC '83, Proc. IEEE 7th Intl. Comp. Soft.
and Applications Conf.},
MONTH={Nov.},
YEAR={1983},
PAGES={237-242},
KEYWORDS={shading, shadow, penumbra},
}

@INPROCEEDINGS{Nakamae84,
AUTHOR={Eihachiro Nakamae and Hideo Yamashita and Kohichi Harada and Tomoyuki Nishita},
TITLE={Computer Graphics for Visualizing Simulation Results},
BOOKTITLE={Eurographics '84},
MONTH={Sept.},
YEAR={1984},
PAGES={419-432},
KEYWORDS={shadow, penumbra},
}

@ARTICLE{Nishita85,
AUTHOR={Tomoyuki Nishita and Eihachiro Nakamae},
TITLE={Continuous Tone Representation of 3-{D} Objects Taking Account of
Shadows and Interreflection},
JOURNAL={Computer Graphics
(SIGGRAPH '85 Proceedings)},
VOLUME={19},
NUMBER={3},
MONTH={July},
YEAR={1985},
PAGES={23-30},
KEYWORDS={shading, penumbra, radiosity},
}

@TECHREPORT{Campbell91tr1,
AUTHOR={Campbell, III, A. T. and Donald S. Fussell},
TITLE={Analytic Illumination with Polygonal Light Sources},
NUMBER={TR-91-15},
INSTITUTION={CS Dept, U of Texas at Austin},
MONTH={April},
YEAR={1991},
KEYWORDS={shadow},
ANNOTE={object space shadow algorithm, like Nishita83},
}

@TECHREPORT{Campbell91tr2,
AUTHOR={Campbell, III, A. T. and Donald S. Fussell},
TITLE={An Analytic Approach to Illumination with Area Light Sources},
NUMBER={TR-91-25},
INSTITUTION={CS Dept, U of Texas at Austin},
MONTH={August},
YEAR={1991},
KEYWORDS={shadow},
ANNOTE={An early draft of chapters 5 and 6 of his dissertation},
}

@MastersThesis{Woo89,
       author =       "Andrew C. H. Woo",
       title =        "Accelerators for Shadow Determination in Ray Tracing",
       pages =        "136",
       month =        feb,
       year =         "1989",
       school =       "Department of Computer Science, University of
                      Toronto",
       keywords =     "ray tracing, regular grid subdivision, voxel, shadow,
efficiency, cull",
     }

@InProceedings{Woo90voxel,
author =       "Andrew Woo and John Amanatides",
title =        "Voxel Occlusion Testing: {A} Shadow Determination
Accelerator for Ray Tracing",
pages =        "213--220",
booktitle =      "Proceedings of Graphics Interface '90",
year =         "1990",
month =        may,
conference =   "Halifax, Canada",
keywords =     "grid, intersection culling, occlusion, penumbra, ray
tracing, shadows, umbra, voxel traversal",
abstract =       "
A shadow determination accelerator for ray tracing is
presented. It is built on top of the uniform voxel
traversal grid structure. The accelerator proves to be
rather efficient, requires little additional memory and
the worst case scenario per shadow determination just
reduces down to traditional voxel traversal. It can
also be extended to model linear, area lights, as well
as atmospheric shadows.
",
}

@ARTICLE{Woo90survey,
AUTHOR={Andrew Woo and Pierre Poulin and Alain Fournier},
TITLE={A Survey of Shadow Algorithms},
JOURNAL={IEEE Computer Graphics and Applications},
VOLUME={10},
NUMBER={6},
MONTH={Nov.},
YEAR={1990},
PAGES={13-32},
ABSTRACT={
Essential to realistic and visually appealing images,
shadows are difficult to compute in most display
environments. This survey characterizes the various
types of shadows. It also describes most existing
shadow algorithms and discusses their complexities,
advantages, and shortcomings. We examine hard shadows,
soft shadows, shadows of transparent objects, and
shadows for complex modeling primitives. For each type,
we examine shadow algorithms within various rendering
techniques. This survey attempts to provide readers
with enough background and insight on the various
methods to allow them to choose the algorithm best
suited to their needs. We also hope that our analysis
will help identify the areas that need more research
and point to possible solutions.
},
}

@INCOLLECTION{Woo92,
AUTHOR={Andrew Woo},
TITLE={The Shadow Depth Map Revisited},
BOOKTITLE={Graphics Gems III},
EDITOR={David Kirk},
PUBLISHER={Academic Press},
ADDRESS={Boston, MA},
YEAR={1992},
PAGES={338-342, 582},
KEYWORDS={z-buffer shadow, aliasing},
annote =         "includes code",
}

@Article{Woo93,
       author =       "Andrew Woo",
       title =        "Efficient shadow computations in ray tracing",
       journal =      "IEEE Computer Graphics and Applications",
       pages =        "78--83",
       volume =       "13",
       number =       "5",
       month =        sep,
       year =         "1993",
       annote =       "Two simple techniques speed up shadows in ray tracing.
                      Both require little memory and easily extend to other
                      ray types. One can also benefit radiosity-related
                      computations.",
     }

@InProceedings{Poulin90shadow,
       author =       "Pierre Poulin and John Amanatides",
       title =        "Shading and Shadowing with Linear Light Sources",
       pages =        "377--386",
       booktitle =    "Eurographics '90",
       year =         "1990",
       month =        sep,
       publisher =    "North-Holland",
       keywords =     "soft shadow",
     }


@ARTICLE{Bao93,
AUTHOR={Hujun Bao and Qunsheng Peng},
TITLE={Shading Models for Linear and Area Light Sources},
JOURNAL={Computers and Graphics},
VOLUME={17},
NUMBER={2},
YEAR={1993},
PAGES={137-145},
KEYWORDS={shadow, penumbra},
}

@INPROCEEDINGS{Vedel93,
AUTHOR={Christophe Vedel},
TITLE={Computing Illumination from Area Light Sources by Approximate Contour
Integration},
BOOKTITLE={Proc. Graphics Interface '93},
PUBLISHER={Canadian Inf. Proc. Soc.},
ADDRESS={Toronto, Ontario},
MONTH={May},
YEAR={1993},
PAGES={237-244},
KEYWORDS={shadow, penumbra},
}

@ARTICLE{Chin90,
AUTHOR={Norman Chin and Steven Feiner},
TITLE={Near Real-Time Shadow Generation Using {BSP} Trees},
JOURNAL={Computer Graphics
(SIGGRAPH '90 Proceedings)},
VOLUME={24},
NUMBER={4},
MONTH={Aug.},
YEAR={1990},
PAGES={99-106},
}

@INPROCEEDINGS{Chin92,
AUTHOR={Norman Chin and Steven Feiner},
TITLE={Fast Object-Precision Shadow Generation for Area Light Sources using
{BSP} Trees},
BOOKTITLE={1992 Symp. on Interactive 3D Graphics},
PUBLISHER={ACM SIGGRAPH},
MONTH={Mar.},
YEAR={1992},
PAGES={21-30},
}

@TechReport{Chin90,
       author =       "Norman Chin",
       title =        "Near Real-Time Object-Precision Shadow Generation
                      Using {BSP} Trees---Master Thesis",
       institution =  "University of Columbia",
       number =       "CUCS-068-90",
       year =         "1990",
       abstract =     "This master's thesis describes an object-precision
                      shadow generation algorithm for static polygonal
                      environments illuminated by movable point light
                      sources. The algorithm can be easily implemented on any
                      graphics system that provides fast polygon
                      scan-conversion and achieves near real-time performance
                      for environments of modest size. It combines elements
                      of two kinds of current shadow generation algorithms:
                      two-pass object-precision approaches and shadow volume
                      approaches. This algorithm is an example of a new
                      paradigm for shadow generation. Previously, the
                      shadowing the problem can be viewed as solving the
                      visible-surface problem from the point of view of a
                      point light source. Another way to look at them, is
                      from a geometric modeling point of view. By creating
                      shadow volumes and then classifying polygons
                      analytically against it, shadows can also be computed.
                      Several optimizations are discussed. A way of reducing
                      the amount of polygon fragmentation is shown by
                      coalescing the fragments on the fly. Two methods of
                      parallelizing the algorithm is presented. One method
                      determines shadow fragments in parallel for a given
                      light source. And more importantly, a method to handle
                      shadowing from multiple point light sources independent
                      of the number of light sources on workstations with
                      alpha blending capabilities is described. Finally this
                      algorithm has been extended to generate soft shadows by
                      modeling area light sources. By initially meshing the
                      scene into penumbra/umbra regions, and by adaptively
                      meshing the penumbra regions with concentric contours
                      similiar in shape to the outer penumbra region and by
                      applying the point light source shadow algorithm to
                      compute what fraction of an area light source is seen
                      by a point to be rendered in the interior of the
                      penumbra region and finally, by smooth shading the
                      results, fuzzy shadows can be rendered. The future work
                      section talks about combining all of the above to
                      produce higher quality shadows in radiosity
                      environments through adaptive meshing of the scene
                      along penumbra/umbra boundaries via the area light
                      source shadow algorithm and through analytically
                      computing form-factors via the point light source
                      shadow algorithm. Pseudocode is provided along with
                      pictures and timings from an interactive
                      implementation.",
     }

@ARTICLE{Fuchs80,
AUTHOR={Henry Fuchs and Zvi M. Kedem and Bruce F. Naylor},
TITLE={On Visible Surface Generation by A Priori Tree Structures},
JOURNAL={Computer Graphics
(SIGGRAPH '80 Proceedings)},
VOLUME={14},
NUMBER={3},
MONTH={July},
YEAR={1980},
PAGES={124-133},
KEYWORDS={hidden surface, BSP tree},
}

@TECHREPORT{Brotman84ms,
author={Lynne Shapiro Brotman},
title={A method for generating shadows with an umbra
and penumbra in computer generated images},
institution={Dept. of Computer \& Information Science, U. of Pennsylvania},
year=1984,
keywords={soft shadow},
}

@ARTICLE{Brotman84,
AUTHOR={Lynne Shapiro Brotman and Norman I. Badler},
TITLE={Generating Soft Shadows with a Depth Buffer Algorithm},
JOURNAL={IEEE Computer Graphics and Applications},
VOLUME={4},
NUMBER={10},
MONTH={Oct.},
YEAR={1984},
PAGES={5-24},
}

@InProceedings{Crow:1977:SAC,
  author =       "Franklin C. Crow",
  title =        "Shadow Algorithms for Computer Graphics",
  pages =        "242--248",
  journal =      "Computer Graphics (SIGGRAPH '77 Proceedings)",
  BOOKTITLE = "Proceedings of the 4th annual conference on Computer graphics and interactive techniques",
  volume =       "11",
  year =         "1977",
  month =        jul,
  editor =       "James George",
  conference =   "held in San Jose, California; 20 -- 22 July 1977",
  keywords =     "shadow",
  LOCATION = {San Jose, California},
  DOI = {http://doi.acm.org/10.1145/563858.563901},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p242-crow.pdf}
}

@INPROCEEDINGS{Meyer90,
AUTHOR={U. Meyer},
TITLE={Hemi-Cube Ray Tracing: A Method for Generating Soft Shadows},
BOOKTITLE={Eurographics '90},
PAGES={365-376},
}

@ARTICLE{Williams78,
AUTHOR={Lance Williams},
TITLE={Casting Curved Shadows on Curved Surfaces},
JOURNAL={Computer Graphics
(SIGGRAPH '78 Proceedings)},
VOLUME={12},
NUMBER={3},
MONTH={Aug.},
YEAR={1978},
PAGES={270-274},
}

@ARTICLE{Reeves87,
AUTHOR={William T. Reeves and David H. Salesin and Robert L. Cook},
TITLE={Rendering Antialiased Shadows with Depth Maps},
JOURNAL={Computer Graphics
(SIGGRAPH '87 Proceedings)},
VOLUME={21},
NUMBER={4},
MONTH={July},
YEAR={1987},
PAGES={283-291},
}

@ARTICLE{Atherton78,
AUTHOR={Peter R. Atherton and Kevin Weiler and Donald P. Greenberg},
TITLE={Polygon Shadow Generation},
JOURNAL={Computer Graphics
(SIGGRAPH '78 Proceedings)},
VOLUME={12},
NUMBER={3},
MONTH={Aug.},
YEAR={1978},
PAGES={275-281},
KEYWORDS={hidden surface},
}

@ARTICLE{Heckbert86,
AUTHOR={Paul S. Heckbert},
TITLE={Survey of Texture Mapping},
JOURNAL={IEEE Computer Graphics and Applications},
VOLUME={6},
NUMBER={11},
MONTH={Nov.},
YEAR={1986},
PAGES={56-67},
}

@ARTICLE{Heckbert90,
AUTHOR={Paul S. Heckbert},
TITLE={Adaptive Radiosity Textures for Bidirectional Ray Tracing},
JOURNAL={Computer Graphics
(SIGGRAPH '90 Proceedings)},
VOLUME={24},
NUMBER={4},
MONTH={Aug.},
YEAR={1990},
PAGES={145-154},
KEYWORDS={global illumination},
}

@PHDTHESIS{Heckbert91,
AUTHOR={Paul S. Heckbert},
TITLE={Simulating Global Illumination Using Adaptive Meshing},
SCHOOL={CS Division, UC Berkeley},
MONTH={June},
YEAR={1991},
NOTE={Tech. Report UCB/CSD 91/636},
KEYWORDS={radiosity, ray tracing, adaptive mesh, integral equation,
thermal radiation, visibility},
}

@ARTICLE{Diefenbach94,
AUTHOR={Paul J. Diefenbach and Norman I. Badler},
TITLE={Pipeline Rendering: Interactive Refractions, Reflections, and Shadows},
JOURNAL={Displays},
ANNOTE={Special issue on Interactive Computer Graphics},
NOTE={http://www.cis.upenn.edu/~diefenba/home.html},
VOLUME={15},
NUMBER={3},
YEAR={1994},
PAGES={173-180},
KEYWORDS={beam tracing, hardware, real time},
}

@PHDTHESIS{Diefenbach96,
AUTHOR={Paul J. Diefenbach},
TITLE={Pipeline Rendering: Interaction and Realism through Hardware-Based
Multi-Pass Rendering},
SCHOOL={U. of Pennsylvania},
YEAR=1996,
KEYWORDS={beam tracing, hardware, real time, Phong illumination},
NOTE={http://www.cis.upenn.edu/~diefenba/home.html},
}

@INPROCEEDINGS{Diefenbach97inter,
AUTHOR={Paul J. Diefenbach and Norman I. Badler},
title={Multi-pass Pipeline Rendering: Realism for Dynamic Environments},
BOOKTITLE={1997 Symposium on Interactive 3D Graphics},
publisher={ACM SIGGRAPH},
YEAR=1997,
KEYWORDS={texture mapping},
NOTE={To appear},
}

@ARTICLE{Cohen85,
AUTHOR={Michael F. Cohen and Donald P. Greenberg},
TITLE={The Hemi-Cube: A Radiosity Solution for Complex Environments},
JOURNAL={Computer Graphics
(SIGGRAPH '85 Proceedings)},
VOLUME={19},
NUMBER={3},
MONTH={July},
YEAR={1985},
PAGES={31-40},
KEYWORDS={shading, diffuse reflection},
}

@ARTICLE{Cohen88,
AUTHOR={Michael F. Cohen and Shenchang Eric Chen and John R. Wallace and Donald P. Greenberg},
TITLE={A Progressive Refinement Approach to Fast Radiosity Image Generation},
JOURNAL={Computer Graphics
(SIGGRAPH '88 Proceedings)},
VOLUME={22},
NUMBER={4},
MONTH={Aug.},
YEAR={1988},
PAGES={75-84},
ANNOTE={progressive radiosity},
}

@BOOK{Cohen93,
AUTHOR={Michael F. Cohen and John R. Wallace},
TITLE={Radiosity and Realistic Image Synthesis},
PUBLISHER={Academic Press},
ADDRESS={Boston},
YEAR={1993},
}

@ARTICLE{Cook86,
AUTHOR={Robert L. Cook},
TITLE={Stochastic Sampling in Computer Graphics},
JOURNAL={ACM Trans. on Graphics},
VOLUME={5},
NUMBER={1},
MONTH={Jan.},
YEAR={1986},
PAGES={51-72},
KEYWORDS={ray tracing, antialiasing, motion blur},
ANNOTE={came out 1987},
}

@ARTICLE{Baum90-RTRPP,
  author = {Daniel R. Baum and James M. Winget},
  month = {March},
  year = 1990,
  title = {Real Time Radiosity Through Parallel Processing and
          Hardware Acceleration},
  journal = {Computer Graphics (1990 Symposium on Interactive 3D Graphics)},
  volume = 24,
  number = 2,
  pages = {67--75},
  keywords = {parallelism, form factor, visibility, graphics workstation}
}

@ARTICLE{Rushmeier90-AHACR,
  author = {Holly E. Rushmeier and Daniel R. Baum and David E. Hall},
  month = {June},
  year = 1990,
  title = {Accelerating the Hemi-Cube Algorithm for Calculating
          Radiation Form Factors},
  journal = {5th AIAA/ASME Thermophysics and Heat Transfer Conference},
  address = {Seattle, Washington},
  keywords = {form factors, hemicubes, visibility, graphics hardware}
}

@ARTICLE{Baum91,
AUTHOR={Daniel R. Baum and Stephen Mann and Kevin P. Smith and James M. Winget},
TITLE={Making Radiosity Usable: Automatic Preprocessing and Meshing Techniques
for the Generation of Accurate Radiosity Solutions},
MONTH={July},
YEAR={1991},
JOURNAL={Computer Graphics
(SIGGRAPH '91 Proceedings)},
VOLUME={25},
NUMBER={4},
PAGES={51-60},
KEYWORDS={mesh generation},
}

@INCOLLECTION{Max92-LRAVF,
  author = {Nelson L. Max and Michael J. Allison},
  editor = {David Kirk},
  year = 1992,
  title = {Linear Radiosity Approximation Using Vertex-to-Vertex
          Form Factors},
  booktitle = {Graphics Gems III},
  pages = {318--323},
  publisher = {Academic Press Professional},
  address = {Boston, MA},
  keywords = {hardware, hemicube, visibility, graphics workstation}
}

@ARTICLE{Hanrahan91,
AUTHOR={Pat Hanrahan and David Salzman and Larry Aupperle},
TITLE={A Rapid Hierarchical Radiosity Algorithm},
MONTH={July},
YEAR={1991},
JOURNAL={Computer Graphics
(SIGGRAPH '91 Proceedings)},
VOLUME={25},
NUMBER={4},
PAGES={197-206},
ANNOTE={adaptive sampling of kernel in quadtree-like fashion
motivated by Greengard's fast n-body algorithm},
}

@INPROCEEDINGS{Heckbert92discon,
AUTHOR={Paul S. Heckbert},
TITLE={Discontinuity Meshing for Radiosity},
BOOKTITLE={Third Eurographics Workshop on Rendering},
MONTH={May},
YEAR={1992},
ADDRESS={Bristol, UK},
PAGES={203-216},
KEYWORDS={radiosity, adaptive mesh, visibility},
}

@ARTICLE{Lischinski92,
AUTHOR={Dani Lischinski and Filippo Tampieri and Donald P. Greenberg},
TITLE={Discontinuity Meshing for Accurate Radiosity},
JOURNAL={IEEE Computer Graphics and Applications},
VOLUME={12},
NUMBER={6},
MONTH={November},
YEAR={1992},
PAGES={25-39},
}

@PHDTHESIS{Campbell91,
AUTHOR = {Campbell, III, A. T.},
TITLE = "Modeling Global Diffuse Illumination for Image Synthesis",
SCHOOL = "CS Dept, University of Texas at Austin",
YEAR = 1991,
MONTH = {Dec.},
NOTE = {Tech. Report TR-91-39},
keywords = {mesh generation, radiosity, penumbra, shadow},
       pages =        "155",
       keywords =     "Computational geometry data structure diffuse global
                      illumination mesh generation optimization penumbra
                      radiosity sampling shadow.",
       abstract =     "Rapid developments in the design of algorithms for
                      rendering globally illuminated scenes have taken place
                      in the past five years. Net energy methods such as
                      radiosity algorithms have become effective at
                      computing the energy balance for scenes containing
                      diffusely reflecting objects. Such methods first break
                      up a scene description into a large set of elements, or
                      possibly several levels of elements. Energy transfers
                      among these elements are then determined using a
                      variety of means. While much progress has been made in
                      the design of energy transfer algorithms, little or no
                      attention has been paid to the proper generation of the
                      mesh of surface elements. This dissertation presents a
                      technique for adaptively creating a mesh of surface
                      elements as the energy transfers are computed. The
                      method allows large numbers of small elements to be
                      placed at parts of the scene where the most active
                      energy transfers occur without requiring that other
                      parts of the scene be subdivided needlessly to the same
                      degree. As a result, the computational effort in the
                      energy transfer computations can be concentrated where
                      it has the most effect. Since the sources of direct and
                      indirect illumination in the scene are polygonal
                      elements, the effects of light sources with finite area
                      must be computed. Most methods simplify the problem by
                      approximating the area source with a collection of
                      point sources. We present an object space algorithm to
                      model illumination from polygonal light sources
                      analytically. The result is a collection of
                      smooth-shaded polygonal facets that may be rendered
                      from any viewing position. Binary Space Partitioning
                      trees are used to compute umbra and penumbra boundaries
                      efficiently. Fast analytic techniques are developed
                      for illumination calculations. Numerical optimization
                      methods ensure that the shading function is sampled
                      finely enough to find all significant illumination
                      gradations. Illumination calculations are optimized to
                      concentrate computational effort on parts of the scene
                      where they are most needed.",
       note =         "price (\$5.00)",
     }



@ARTICLE{Ward88,
AUTHOR={Gregory J. Ward and Francis M. Rubinstein and Robert D. Clear},
TITLE={A Ray Tracing Solution for Diffuse Interreflection},
JOURNAL={Computer Graphics
(SIGGRAPH '88 Proceedings)},
VOLUME={22},
NUMBER={4},
MONTH={Aug.},
YEAR={1988},
PAGES={85-92},
ANNOTE={cache diffuse samples},
}

@InProceedings{ward91a,
       author =       "Gregory Ward",
       title =        "Adaptive shadow testing for ray tracing",
       booktitle =    "Eurographics Workshop on Rendering",
       month = "May",
       year =         "1991",
       conference =   "Barcelona",
       pages =        "11--20",
       keywords =     "efficiency",
       abstract =       "Method for reducing the number of shadow rays for
                      scenes with a large number of light sources. The
                      sources are sorted on their contribution, and only for
                      the most important sources rays are cast. The influence
                      of the other sources is estimated statistically. Tests
                      are done with different tolerances (threshold to
                      determine whether sources are important) and
                      certainties (rate of accuracy). The method gives good
                      reduction and is able to find the most important
                      shadows because it selects contrast as criterion.",
       annote =         "avoid shooting rays at lights determined to not affect
                      perception of image",
     }

@TECHREPORT{Garland95tr,
AUTHOR={Michael Garland and Paul S. Heckbert},
TITLE={Fast Polygonal Approximation of Terrains and Height Fields},
INSTITUTION={CS Dept., Carnegie Mellon U.},
MONTH={Sept.},
YEAR={1995},
NUMBER={CMU-CS-95-181},
NOTE={http://www.cs.cmu.edu/~garland/scape},
KEYWORDS={surface simplification, Delaunay triangulation,
data-dependent triangulation, triangulated irregular network, TIN,
multiresolution modeling, greedy insertion},
}

@ARTICLE{Blinn88,
AUTHOR={James F. Blinn},
TITLE={Me and My (Fake) Shadow},
JOURNAL={IEEE Computer Graphics and Applications},
VOLUME={8},
NUMBER={1},
MONTH={Jan.},
YEAR={1988},
PAGES={82-86},
KEYWORDS={projection, homogeneous matrix},
}

@ARTICLE{Heidmann91,
AUTHOR={Tim Heidmann},
TITLE={Real Shadows, Real Time},
JOURNAL={Iris Universe},
NOTE={Silicon Graphics, Inc.},
VOLUME={18},
YEAR={1991},
PAGES={28-31},
KEYWORDS={soft shadow, SGI Reality Engine, stencil buffer, shadow volume},
ANNOTE={includes C, GL code},
}

@PHDTHESIS{Grant92,
AUTHOR={Charles W. Grant},
TITLE={Visibility Algorithms in Image Synthesis},
SCHOOL={U. of California, Davis},
YEAR={1992},
KEYWORDS={z buffer, ray tracing, shadow, taxonomy},
annote={partial electronic version available from grant1@llnl.gov,
A successor to Sutherland-Sproull-Schumacker, Comput. Surv. 74},
}

@ARTICLE{Tessman89,
AUTHOR={Thant Tessman},
TITLE={Casting Shadows on Flat Surfaces},
JOURNAL={Iris Universe},
NOTE={Silicon Graphics, Inc.},
MONTH={Winter},
YEAR={1989},
PAGES={16-19},
KEYWORDS={projection, homogeneous matrix},
ANNOTE={includes C, GL code},
}

@BOOK{Neider93,
AUTHOR={Jackie Neider and Tom Davis and Mason Woo},
TITLE={{OpenGL} Programming Guide},
PUBLISHER={Addison-Wesley},
ADDRESS={Reading MA},
YEAR={1993},
KEYWORDS={computer graphics, graphics workstation, SGI},
ANNOTE={shadows on a plane p. 401},
}

@BOOK{McReynolds96,
editor={Tom McReynolds},
title={Programming with {OpenGL}: Advanced Rendering},
note={SIGGRAPH '96 course notes},
year=1996,
keywords={Silicon Graphics, graphics workstation,
texture mapping, stencil buffer, accumulation buffer, shadow},
annote={article and code at
http://www.sgi.com/Technology/openGL/advanced_sig96.html},
}

@INPROCEEDINGS{Akeley93,
AUTHOR={Kurt Akeley},
TITLE={{RealityEngine} Graphics},
BOOKTITLE={SIGGRAPH '93 Proc.},
MONTH={Aug.},
YEAR={1993},
PAGES={109-116},
KEYWORDS={hardware, texture mapping, graphics workstation, SGI},
}

@ARTICLE{Clark76,
AUTHOR={James H. Clark},
TITLE={Hierarchical Geometric Models for Visible Surface Algorithms},
JOURNAL={CACM},
VOLUME={19},
NUMBER={10},
MONTH={Oct.},
YEAR={1976},
PAGES={547-554},
KEYWORDS={bounding volume, spatial data structure},
}

@ARTICLE{Haeberli90accum,
AUTHOR={Paul Haeberli and Kurt Akeley},
TITLE={The Accumulation Buffer: Hardware Support for High-Quality Rendering},
JOURNAL={Computer Graphics (SIGGRAPH '90 Proceedings)},
VOLUME={24},
NUMBER={4},
MONTH={Aug.},
YEAR={1990},
PAGES={309-318},
KEYWORDS={antialiasing, motion blur, depth of field,
soft shadows, stochastic sampling},
}

@ARTICLE{Segal92,
AUTHOR={Mark Segal and Carl Korobkin and Rolf van Widenfelt and Jim Foran
and Paul Haeberli},
TITLE={Fast Shadows and Lighting Effects using Texture Mapping},
JOURNAL={Computer Graphics (SIGGRAPH '92 Proceedings)},
VOLUME={26},
NUMBER={2},
MONTH={July},
YEAR={1992},
PAGES={249-252},
KEYWORDS={perspective, scan conversion},
}

@ARTICLE{Chen90,
   author = "Shenchang Eric Chen",
   title = "Incremental Radiosity: An Extension of Progressive 
          Radiosity to an Interactive Image Synthesis System",
   pages = "135-144",
   journal = "Computer Graphics (SIGGRAPH '90 Proceedings)",
   volume = "24",
   number = "4",
   year = "1990",
   month = "August",
   keywords = "animation",
}

@InCollection{Chen91prograd,
       author =       "Shenchang Eric Chen",
       editor =       "James Arvo",
       title =        "Implementing Progressive Radiosity with User-Provided
                      Polygon Display Routines",
       booktitle =    "Graphics Gems II",
       pages =        "295-298, 583-597",
       publisher =    "Academic Press Professional",
       address =      "Boston, MA",
       year =         "1991",
       note =         "includes code",
     }

@Article{george90a,
       author =       "David W. George and Francois X. Sillion and Donald P.
                      Greenberg",
       title =        "Radiosity Redistribution for Dynamic Environments",
       journal =      "IEEE Computer Graphics and Applications",
       pages =        "26--34",
       volume =       "10",
       number =       "4",
       month =        jul,
       year =         "1990",
       keywords =     "radiosity, animation, interaction, shadow, negative
                      radiosity",
       annote =       "They present a modification to the progressive
                      radiosity to allow faster radiosity computation for
                      animation sequences where objects can be added, moved,
                      removed or their surface changed properties. When an
                      object is added, radiosity is shot onto these new
                      patches. A shadow volume is determined and a negative
                      radiosity is shot to the patches in shadow. When an
                      object is moved, it is removed from the scene and added
                      to the new position, the radiosity being recomputed at
                      each step. The radiosity recomputed is based on two
                      strategies: redistribute first or interleave
                      redistribution and propagation. Some heuristics are
                      presented to choose the most important patches. This
                      solution is good when just a few objects are involved
                      but as the complexity of the scenes and mostly moving
                      objects increases, the algorithm lost of its
                      interest.",
     }

@INCOLLECTION{Sillion91shadow,
AUTHOR={Francois Sillion},
TITLE={Detection of Shadow Boundaries for Adaptive Meshing in Radiosity},
EDITOR={James Arvo},
BOOKTITLE={Graphics Gems II},
PAGES={311-315},
PUBLISHER={Academic Press},
ADDRESS={Boston MA},
YEAR={1991},
KEYWORDS={discontinuity meshing},
}

@Article{haines86a,
       author =       "Eric A. Haines and Donald P. Greenberg",
       title =        "The Light Buffer: {A} Ray Tracer Shadow Testing
                      Accelerator",
       pages =        "6--16",
       journal =      "IEEE Computer Graphics and Applications",
       volume =       "6",
       number =       "9",
       year =         "1986",
       month =        sep,
       keywords =     "shading, ray tracing, shadows, ray tracing shadow
                      cull",
       abstract =       "In one area of computer graphics, realistic image
                      synthesis, the ultimate goal is to produce a picture
                      indistinguishable from a photograph of a real
                      environment. A particularly powerful technique for
                      simulating light reflection---an important element in
                      creating this realism---is called ray tracing. This
                      method produces images of excellent quality, but
                      suffers from lengthy computation time that limits its
                      practical use. \\ This article presents a new method to
                      reduce shadow testing time during ray tracing. The
                      technique involves generating light buffers, each of
                      which partition the environment with respect to an
                      individual light source. These partition descriptions
                      are then used during shadow testing to quickly
                      determine a small subset of objects that may have to be
                      tested for intersection. \\ The results of timing tests
                      illustrate the beneficial performance of these
                      techniques. The tests compare the standard ray-tracing
                      algorithm to light buffers of varying resolution.",
     }


@InProceedings{bouville88a,
       author =       "C. Bouville and J. L. Dubois and I. Marchal and M. L.
                      Viaud",
       title =        "Monte-Carlo integration applied to an illumination
                      model",
       pages =        "483--498",
       booktitle =    "Eurographics '88",
       year =         "1988",
       month =        sep,
       editor =       "D. A. Duce and P. Jancene",
       publisher =    "North-Holland",
       conference =   "European Computer Graphics Conference and Exhibition;
                      held in Nice, France; 12 -- 16 September 1988",
       keywords =     "illumination model",
       abstract =       "The use of Monte-Carlo integration together with
                      stochastic sampling is very useful for dealing with the
                      scattering phenomena that occur in the propagation and
                      reflection of light. In this paper, these techniques
                      have been applied to the implementation of a
                      physics-based global illumination model. The
                      theoretical basis of this approach is presented briefly
                      and various applications to realistic image are then
                      described. This concerns the rendering of penumbra and
                      scattered reflection effects, antialiasing and accurate
                      color modelling through spectral integration. For all
                      these applications, both theoretical and implementation
                      aspects are developed and it is shown that stochastic
                      techiques can provide very simple and efficient
                      algorithms.",
     }

@InProceedings{Drettakis94,
       author =       "George Drettakis and Eugene Fiume",
       title =        "A Fast Shadow Algorithm for Area Light Sources Using
                      Backprojection",
       booktitle =    "SIGGRAPH '94 Proc.",
       pages =        "223--230",
       year =         "1994",
       keywords =     "shadows, umbra, penumbra, discontinuity meshing,
                      global illumination, backprojection",
       note =
"http://safran.imag.fr/Membres/George.Drettakis/pub.html",
     }

@InProceedings{Stewart94,
       author =       "A. James Stewart and Sherif Ghali",
       title =        "Fast Computation of Shadow Boundaries using Spatial
                      Coherence and Backprojection",
       booktitle =    "Proceedings of SIGGRAPH '94",
       pages =        "231--238",
       month =        jul,
       year =         "1994",
       keywords =     "shadows, backprojection, discontinuity mesh, aspect
                      graphs, radiosity, visual events, efficient surface
                      enumeration, spatial coherence",
     }

@InProceedings{Stewart93,
       author =       "A. James Stewart and Sherif Ghali",
       title =        "An Output Sensitive Algorithm for the Computation of
                      Shadow Boundaries",
       booktitle =    "Canadian Conference on Computational Geometry",
       pages =        "291--296",
       month =        aug,
       year =         "1993",
     }

@InProceedings{haines91shaft,
author =       "Eric Haines and John Wallace",
title =        "Shaft culling for efficient ray-traced radiosity",
booktitle =    "Eurographics Workshop on Rendering",
month = "may",
year =         "1991",
conference =   "Barcelona",
keywords =     "radiosity, ray tracing, bounding volumes",
abstract =       "
A shaft is a volume between an emitter and receiver. A
list of enclosing boxes, c.q. patches that are in that
volume is generated. The ray casting to determine
visibility between emitter and receiver can be reduced
by only testing the rays against the patches in the
shaft. Methods to make the shafts, and to determine
which object are in the shaft are given.
",
}

@InProceedings{shirley91direct,
       author =       "Peter Shirley and Changyaw Wang",
       title =        "Direct lighting calculation by Monte Carlo
                      integration",
       booktitle =    "Eurographics Workshop on Rendering",
       year =         "1991",
       conference =   "held in Barcelona, Spain; 13-15 May 1991",
       keywords =     "monte carlo, illumination",
       abstract =       "Application of Monte Carlo techniques for rendering
                      scenes with multiple light sources. Only one shadow ray
                      per viewing ray is used. Some issues for the design of
                      probability densities for light sources are given.",
     }

@InProceedings{kok91a,
       author =       "Arjan Kok and Frederik Jansen",
       title =        "Source selection for the direct lighting component in
                      global illumination",
       booktitle =    "Eurographics Workshop on Rendering",
       year =         "1991",
       conference =   "held in Barcelona, Spain; 13-15 May 1991",
       keywords =     "two pass",
       abstract =       "Describes criteria for deciding which patches should
                      be considered to be light sources in a two pass method
                      in which direct lighting component is calculated
                      separately in the second pass.",
     }

@InCollection{Zimmerman95,
       author =       "Kurt Zimmerman",
       editor =       "Alan W. Paeth",
       title =        "Direct Lighting Models for Ray Tracing with
                      Cylindrical Lamps",
       booktitle =    "Graphics Gems V",
       pages =        "285--289",
       publisher =    "Academic Press Professional",
       address =      "Boston, MA",
       year =         "1995",
     }

@INCOLLECTION{Zimmerman95twopass,
AUTHOR={Kurt Zimmerman and Peter Shirley},
TITLE={A Two-Pass Realistic Image Synthesis Method for Complex Scenes},
BOOKTITLE={Rendering Techniques '95 (Proceedings of the Sixth Eurographics
Workshop on Rendering)},
PUBLISHER={Springer-Verlag},
ADDRESS={NY},
PAGES={284-295},
YEAR=1995,
NOTE={Also ftp://ftp.cs.indiana.edu/pub/techreports/TR434.ps.Z},
KEYWORDS={shadow},
}

@InCollection{Wang92,
       author =       "Changyaw Wang",
       editor =       "David Kirk",
       title =        "Physically Correct Direct Lighting for Distribution
                      Ray Tracing",
       booktitle =    "Graphics Gems III",
       pages =        "307-313, 562-568",
       publisher =    "Academic Press",
       address =      "Boston, MA",
       year =         "1992",
       keywords =     "monte carlo, area light source, soft shadows",
       annote =         "includes code",
     }

@InProceedings{rossignac89b,
       author =       "J. Rossignac and J. Wu",
       title =        "Depth-interval buffer for hardware-assisted shading
                      from {CSG}: Accurate treatment of coincident faces and
                      shadows",
       booktitle =    "Fifth Eurographics Workshop on Graphics Hardware",
       year =         "1989",
       editor =       "D. Grimsdale and A. Kaufman",
       conference =   "held in Lausanne, Switzerland; 2-3 September 1989",
       keywords =     "hardware",
       annote =       "Discuss the role of a depth interval buffer using a
                      new version of the Trickle algorithm for handling
                      coincident faces and shadows with CSG
                      representations.",
     }


@article{Fuchs85sig,
       author =       "Henry Fuchs and Jack Goldfeather and Jeff P. Hultquist
and Susan Spach and John D. Austin and Brooks, Jr., Frederick P.
and John G. Eyles and John Poulton",
       title =        "Fast Spheres, Shadows, Textures, Transparencies, and
                      Image Enhancements in {Pixel-Planes}",
       pages =        "111--120",
       journal =      "Computer Graphics (SIGGRAPH '85 Proceedings)",
       volume =       "19",
       number =       "3",
       year =         "1985",
       month =        jul,
       keywords =     "pixel planes, parallel processing",
       annote =       "Fuchs' Pixel-Planes machine is explained in general.
                      See [Eyles 87] for a final report. Explanation of how
                      the machine can process linear equations, and gives
                      several algorithms for display. Also published in
                      Advances in Computer Graphics I, EUROGRAPHICS 86.",
     }

@Article{eyles87a,
       author =       "John Eyles and John Austin and Henry Fuchs and Trey
                      Greer and John Poulton",
       title =        "{Pixel-Planes} 4: {A} Summary",
       pages =        "183--207",
       journal =      "Advances in Computer Graphics Hardware II, Record of
                      Second Eurographics Workshop on Graphics Hardware",
       year =         "1987",
       keywords =     "parallel processing",
       annote =       "A final report on the Pixel-Planes system. See also
                      [Fuchs 85].",
     }

@InProceedings{amanatides84a,
       author =       "John Amanatides",
       title =        "Ray Tracing with Cones",
       pages =        "129--135",
       journal =      "Computer Graphics (SIGGRAPH '84 Proceedings)",
       volume =       "18",
       number =       "3",
       year =         "1984",
       month =        jul,
       conference =   "held in Minneapolis, Minnesota; 23--27 July 1984",
       keywords =     "cone tracing, antialiasing, I35 Ray Tracing",
       annote =       "ray tracing spheres and polygons with circular conical
                      rays A technique for antialiasing in ray tracing is
                      presented which utilizes cones instead of rays. Cones
                      prevent problems generally associated with point
                      sampling, and therefore allow for more natural images.
                      The mathematics involved seem only ``pretty'' for
                      spherical objects, so an acid test has yet to be
                      performed. \\ A new approach to ray tracing is
                      introduced. The definition of a ``ray'' is extended
                      into a cone by including information on the spread
                      angle and the virtual origin. The advantages of this
                      approach, which tries to model light propagation with
                      more fidelity, include a better method of antialiasing,
                      a way of calculating fuzzy shadows and dull
                      reflections, a method of calculating the correct level
                      of detail in a procedural model and texture map, and
                      finally, a procedure for faster intersection
                      calculation.",
     }

@InProceedings{salesin89a,
       author =       "David Salesin and Jorge Stolfi",
       title =        "The {ZZ}-Buffer: a Simple and Efficient Rendering
                      Algorithm with Reliable Antialiasing",
       pages =        "451--466",
       journal =      "Proceedings of the PIXIM '89",
       year =         "1989",
       annote =       "The ZZ-buffer is a new rendering algorithm that is
                      simple, efficient, and produces high-quality images.
                      The algorithm correctly renders transparent surfaces,
                      shadows with real penumbrae, and depth of field
                      effects. The ZZ-buffer algorithm is substantially
                      faster than ray tracing an nearly as versatile. While
                      the ZZ-buffer is somewhat slower than the Z-buffer or
                      A-buffer, it avoids the aliasing and other artifacts of
                      these algorithms. The algorithm's efficiency comes from
                      a screen-space object indexing scheme, and from the use
                      of lazy evaluation for visibility tests. It achieves
                      reliable antialiasing by employing an adaptive form of
                      stochastic supersampling. The algorithm is simple
                      enough that we give most of its code here in this
                      paper. The algorithm has been implemented as part of a
                      commercial production system and has proved robust over
                      a large variety of images.",
     }

@InProceedings{Muller:1994:FRR,
       author =       "Stefan Muller and Frank Schoffel",
       booktitle =    "Fifth Eurographics Workshop on Rendering",
       title =        "Fast Radiosity Repropagation for Interactive Virtual
                      Environments Using a Shadow-Form-Factor-List",
       address =      "Darmstadt, Germany",
       pages =        "325--342",
       month =        jun,
       year =         "1994",
       keywords =     "dynamic environments, shadow-form-factor-list, scene
                      coherence, radiosity repropagation, progressive
                      refinement radiosity",
       bibsource =    "sig-11-1994",
     }


@TechReport{Seales89,
       author =       "W. Brent Seales and Charles R. Dyer",
       title =        "Using the {ASP} for the Interactive Viewing of
                      Polyhedral Scenes",
       institution =  "University of Wisconsin",
       number =       "TR 903",
       month =        dec,
       year =         "1989",
       abstract =     "In this paper we discuss an approach for solving the
                      problem of interactively viewing a polyhedral scene.
                      Interactive viewing is the computation and display of
                      an interactively controlled sequence of views of a
                      scene corresponding to a viewer's movement along a
                      continuous viewpath. We present an algorithm for
                      generating such views with hidden-lines removed, and
                      consider extensions to solve the problem of generating
                      views with hidden-surfaces removed. The method relies
                      on a precomputation phase which constructs the {\it
                      aspect representation}, or asp. This representation can
                      be used to interactively view a polyhedral scene at
                      video rates with hidden-lines or surfaces removed. The
                      method exploits {\it viewpath coherence}, a form of
                      frame-to-frame coherence present in such a sequence of
                      views. The display of polyhedral line drawings with
                      hidden lines removed makes use of the topology of the
                      image line drawing and the pre-ordering of visual
                      events which change that topology. This approach is
                      extended to interactive viewing with hidden-surfaces
                      removed and with shading, shadows, and multiple light
                      sources. The set of object resolution polygons
                      representing the visible faces and the shadow polygons
                      for a single frame can be computed efficiently from the
                      previous frame using the asp. The hidden-line and
                      hidden-surface algorithms are closely related via the
                      asp. Interactive viewing with hidden-lines removed is
                      shown to be about as fast as the interactive display of
                      a wire-frame scene. The primary on-line cost of
                      hidden-surface interactive viewing is the cost
                      associated with scan converting the visible surfaces
                      and shadow polygons.",
     }

@InProceedings{seales90a,
       author =       "W. Brent Seales and Charles R. Dyer",
       title =        "Shaded Rendering and Shadow Computation for Polyhedral
                      Animation",
       pages =        "175--182",
       journal =      "Proceedings of Graphics Interface '90",
       year =         "1990",
       month =        may,
       conference =   "held in Halifax, Nova Scotia; 14-18 May 1990",
       keywords =     "animation, aspect representation, hidden-surface
                      computation, interactive viewing, viewpath coherence",
     }

@InProceedings{wanger92a,
       author =       "Leonard Wanger",
       title =        "The effect of shadow quality on the perception of
                      spatial relationships in computer generated imagery",
       pages =        "39--42",
       journal =      "Computer Graphics (1992 Symposium on Interactive 3D
                      Graphics)",
       volume =       "25",
       number =       "2",
       year =         "1992",
       month =        mar,
       keywords =     "interactive tasks, spatial relations, cue theory",
     }

@Article{wanger92b,
  author =       "Leonard R. Wanger and James A. Ferwerda and Donald P.
                 Greenberg",
  title =        "Perceiving spatial relationships in computer-generated
                 images",
  journal =      "IEEE Computer Graphics and Applications",
  pages =        "44--58",
  volume =       "12",
  number =       "3",
  month =        may,
  year =         "1992",
  keywords =     "experimental psychology, perception cues, perspective
                 projection, orthographic projection, shading, shadow,
                 textures, motion",
  annote =       "Visual information determines our perception of
                 spatial relationships. We explored the visual cues we
                 believe are most important for depth relations in
                 computer-generated images.",
}

@TechReport{QMW-DCS-521-1990a,
       author =       "M. Slater",
       title =        "Dynamic Modification Of Objects In 3{D} Scenes Using
                      Tiling And {A} {Z} -Buffer",
       institution =  "Queen Mary College, Department of Computer Science",
       year =         "1990",
       month =        nov,
       number =       "QMW-DCS-1990-521",
       scope =        "ace",
       abstract-url = "http://www.dcs.qmw.ac.uk/publications/report_abstracts/1990/521",
       keywords =     "Interactive 3D Graphics, Z-Buffer, Tiling, Shadows,
                      Graphica Objects, Segments.",
     }

     @InProceedings{Chrysantho1995a,
 author =       "Yiorgos Chrysanthou and Mel Slater",

       booktitle =    "ACM SIGGRAPH Symposium on Interactive 3D Graphics,
                      Monterey, CA",
       title =        "Shadow Volume {BSP} Trees for Computation of Shadows
                      in Dynamic Scenes",
       year =         "1995",
       month =        apr,
 pages =        "45--50",

     }

@Incollection{arvo89survey,
       author =       "James Arvo and David Kirk",
       title =        "A survey of ray tracing acceleration techniques",
       pages =        "201--262",
       booktitle =    "An introduction to ray tracing",
       year =         "1989",
       editor =       "Andrew S. Glassner",
       publisher =    "Academic Press",
     }

@InProceedings{Arvo95irrad,
  author =       "James Arvo",
  title =        "Applications of Irradiance Tensors to the Simulation
                 of Non-Lambertian Phenomena",
  pages =        "335--342",
  booktitle =    "SIGGRAPH 95 Proceedings",
  year =         "1995",
  month =        aug,
  keywords={shadow, shading},
}

@Article{Hourcade85,
       author =       "J. C. Hourcade and A. Nicolas",
       title =        "Algorithms for Antialiased Cast Shadows",
       pages =        "259--265",
       journal =      "Computers and Graphics",
       volume =       "9",
       number =       "3",
       year =         "1985",
       keywords =     "z-buffer shadow",
     }


@InProceedings{Tanaka90,
       author =       "Toshimitsu Tanaka and Tokiichiro Takahashi",
       title =        "Cross Scanline Algorithm",
       pages =        "63--74",
       booktitle =    "Eurographics '90",
       year =         "1990",
       month =        sep,
       publisher =    "North-Holland",
     }

@inproceedings{Tanaka91,
       author =       "Toshimitsu Tanaka and Tokiichiro Takahashi",
       title =        "Shading with Area Light Sources",
       booktitle =    "Eurographics '91",
       publisher =    "North-Holland",
       pages =        "235--246, 535--537",
       month =        sep,
       year =         "1991",
       annote = "no shadows",
     }

@ARTICLE{Tanaka94,
       author =       "Toshimitsu Tanaka and Tokiichiro Takahashi",
       journal =      "Computer Graphics Forum",
       title =        "Cross Scan Buffer and its Applications",
       volume =       "13",
       number =       "3",
       publisher =    "Basil Blackwell Ltd",
       pages =        "467--376",
       year =         "1994",
       note =         "Eurographics '94 Conference issue",
     }

@ARTICLE{Tanaka95,
       title =        "Fast Shadowing Algorithm for Linear Light Sources",
       author =       "Toshimitsu Tanaka and Tokiichiro Takahashi",
       journal =      "Computer Graphics Forum",
       volume =       "14",
       number =       "3",
       pages =        "205--216",
       year =         "1995",
       note =         "Eurographics '95 Conference issue",
     }

@ARTICLE{Tanaka96,
title={Fast Analytic Shading and Shadowing for Area Light Sources},
author={Toshimitsu Tanaka and Tokiichiro Takahashi},
note={Submitted for publication},
year=1996,
annote={diffuse and specular surfaces},
}

@ARTICLE{Max95,
AUTHOR={Nelson Max},
TITLE={Optimal Sampling for Hemicubes},
JOURNAL={IEEE Trans. on Visualization and Computer Graphics},
VOLUME={1},
NUMBER={1},
YEAR={1995},
KEYWORDS={hemicube, radiosity, form factor, sampling, variance, optimization},
ABSTRACT={
The hemicube estimates of form factors are based on a finite set of
sample directions. We obtain several optimal arrangements of sample
directions, which minimize the variance of these estimates. They are
based on changing the size or shape of the pixels or the shape of the
hemicube, or using non-uniform pixel grids. The best reduces the
variance by 43%.

The variance calculation is based on the assumption that the errors in
the estimate are caused by the projections of single polygon edges, and
that the positions and orientations of these edges are random. This
replaces the infinite dimensional space of possible environments by the
two dimensional space of great circles on the unit sphere, making the
numerical variance minimization possible.
},
}

@InProceedings{Myszkowski94,
       title =        "Texture Mapping as an Alternative for Meshing During
                      Walkthrough Animation",
       author =       "Karol Myszkowski and Tosiyasu L. Kunii",
       booktitle =    "Fifth Eurographics Workshop on Rendering",
       pages =        "375--388",
       month =        jun,
       year =         "1994",
       keywords =     "texture mapping, Gouraud shading, meshing, radiosity",
}

@INPROCEEDINGS{Ayatsuka96,
TITLE={Penumbrae for 3D Interactions},
AUTHOR={Yuji Ayatsuka and Satoshi Matsuoka and Jun Rekimoto},
BOOKTITLE={9th Annl. Symp. for User Interface Software and Technology (UIST96)},
MONTH={Nov.},
YEAR=1996,
PAGES={165-166},
ABSTRACT={
We propose a new feedback technique for 3D interaction in augmented
reality using penumbrae which the objects cast. Rather than generating
a real penumbra, which is computationally expensive, a fast, simplified
algorithm is employed, which also is better suited for position
feedback purposes. User studies show that 1) compared to orthographic
shadow projections, 3D spatial recognition and placement tasks are
substantially faster with our penumbrae, and 2) the users feel the
feedback to be more natural, which is especially important in augmented
reality.
from http://www-masuda.is.s.u-tokyo.ac.jp/~aya/works/penumbra.html
},
}

@TECHREPORT{Goslin95,
author={Michael Goslin},
title={Illumination as Texture Maps for Faster Rendering},
SCHOOL={Dept. of CS, U. of North Carolina, Chapel Hill},
year=1995,
number={TR 95-042},
keywords={texture mapping, radiosity, walkthrough, graphics workstation},
note={ftp://ftp.cs.unc.edu/pub/publications/techreports/95.html},
}

@TECHREPORT{Bastos96,
AUTHOR={Rui Bastos and Michael Goslin and Hansong Zhang},
TITLE={Efficient Rendering of Radiosity Using Textures and Bicubic
Reconstruction},
NUMBER={TR 96-025},
INSTITUTION={Dept. of CS, U. of North Carolina at Chapel Hill},
YEAR=1996,
KEYWORDS={texture mapping},
NOTE={http://www.cs.unc.edu/~bastos/radiosity.html},
annote={also available at
ftp://ftp.cs.unc.edu/pub/publications/techreports/96.html},
}

@INPROCEEDINGS{Bastos97,
AUTHOR={Rui Bastos and Michael Goslin and Hansong Zhang},
TITLE={Efficient Radiosity Rendering using Textures and Bicubic Reconstruction},
BOOKTITLE={1997 Symposium on Interactive 3D Graphics},
publisher={ACM SIGGRAPH},
YEAR=1997,
KEYWORDS={texture mapping},
NOTE={To appear.
http://www.cs.unc.edu/~bastos/radiosity.html},
}

@Article{Appel67qi,
author =       "Arthur Appel",
title =        "The Notion of Quantitative Invisibility and the
Machine Rendering of Solids",
year =         "1967",
journal =      "Proc. ACM Natl. Mtg.",
pages =        "387-393",
keywords =     "hidden line",
}

@ARTICLE{Ackland81edge,
  author =       "Bryan D. Ackland and Neil H. Weste",
  title =        "The edge flag algorithm - a fill method for raster
                 scan displays",
  journal =      "IEEE Trans. on Comp.",
  volume =       "C-30",
  year =         "1981",
  pages =        "41--47",
  descriptors =  "Method; display; realization; two-dimensional plot;
                 three-dimensional plot; graphics; frame store; polygon
                 fill; raster scan; computer animation;",
  annote =       "Contour (polygon) filling is a primitive required in
                 many application areas of raster scan graphics. The
                 bit-map memory in a frame-store display is
                 computationally well suited to this task, as it
                 provides a large scratch pad working space. In this
                 paper, a number of contour filling algorithms based on
                 the read/write properties of the frame-store memory are
                 compared with the classical {"}ordered-edge-list{"}
                 approach.",
}

@INPROCEEDINGS{Hardt96,
author={Stephen Hardt and Seth Teller},
title={High-Fidelity Radiosity Rendering at Interactive Rates},
booktitle={Rendering Techniques '96},
publisher={Springer-Verlag},
year=1996,
note={(Proc. Eurographics Workshop on Rendering)},
pages={71-80,283},
keywords={real time},
}

@TECHREPORT{Moller95ms,
author={Tomas M\"oller},
title={Virtual Radiosity},
month={Sept.},
year=1995,
institution={Dept. of Computer Engineering, Lund Inst. of Tech., Sweden},
keywords={texture mapping, graphics workstation, level of detail,
virtual reality},
note={Master's thesis, http://www.clarus.se/People/tompa/reports.html},
annote={radiosity algorithm for graphics workstations that uses
hardware texture mapping and multiple LODs},
}

@TECHREPORT{Moller96lic,
author={Tomas M\"oller},
title={Speed-Up Techniques for Computer Graphics},
month={Dec.},
year=1996,
institution={Dept. of Computer Engineering, Chalmers U. of Tech., Sweden},
number={250L},
note={Licenciate thesis,
http://www.clarus.se/People/tompa/reports.html},
annote={66 pp.,
contains four papers:
(1) image resampling (Fast Bitmap Stretching, Gems III),
(2) ray-surface intersection optimization (Faster Ray Tracing Using Scanline
    Rejection, Gems V),
(3) texturing for radiosity in VR (Radiosity Techniques for Virtual Reality,
    Plzen, Czech, 1996),
(4) faster soft shadows (Speed-Up Techniques for Soft Shadow Generation,
    submitted 1996).
},
}

@INPROCEEDINGS{Moller97shad,
author={Tomas M\"oller},
title={Speed-Up Techniques for Soft Shadow Generation},
booktitle={SMCR'97 - Topical Workshop on VR
and Advanced Man-Machine Interfaces},
month={June},
year=1997,
address={Tampere, Finland},
annote={variation on Heckbert-Herf soft shadow algorithm},
}

@inproceedings{Soler:1998:FCSS,
 author = {Cyril Soler and Fran\&\#231;ois X. Sillion},
 title = {Fast calculation of soft shadow textures using convolution},
 booktitle = {Proceedings of the 25th annual conference on Computer graphics and interactive techniques},
 year = {1998},
 isbn = {0-89791-999-8},
 pages = {321--332},
 doi = {http://doi.acm.org/10.1145/280814.280927},
 publisher = {ACM Press},
 }
 
 @article{Haines:2002:SPS,
 author = {Eric Haines},
 title = {Soft planar shadows using plateaus},
 journal = {J. Graph. Tools},
 volume = {6},
 number = {1},
 year = {2001},
 issn = {1086-7651},
 pages = {19--27},
 publisher = {A. K. Peters, Ltd.},
 }
 
@inproceedings{Agrawala:2000:EIBM,
 author = {Maneesh Agrawala and Ravi Ramamoorthi and Alan Heirich and Laurent Moll},
 title = {Efficient image-based methods for rendering soft shadows},
 booktitle = {Proceedings of the 27th annual conference on Computer graphics and interactive techniques},
 year = {2000},
 isbn = {1-58113-208-5},
 pages = {375--384},
 doi = {http://doi.acm.org/10.1145/344779.344954},
 publisher = {ACM Press/Addison-Wesley Publishing Co.},
 }
 
 @inproceedings{Heidrich:2000:SSMLL,
 author = {Wolfgang Heidrich and Stefan Brabec and Hans-Peter Seidel},
 title = {Soft Shadow Maps for Linear Lights},
 booktitle = {Proceedings of the Eurographics Workshop on Rendering Techniques 2000},
 year = {2000},
 isbn = {3-211-83535-0},
 pages = {269--280},
 publisher = {Springer-Verlag},
 }
 
 @BOOK{Moller:2002:RTR,
  author = {Tomas M{\"o}ller and Eric Haines},
  year = 2002,
  title = {Real-Time Rendering, Second Edition},
  publisher = {A. K. Peters Limited},
}
@MISC{Moller:RT,
  author = {Tomas M{\"o}ller and Eric Haines},
  year = 1999,
  title = {Real-Time Rendering},
  note = {Webpage for book at \url{http://www.realtimerendering.com}}
}

@InProceedings{RENDERING_TECHNIQUES_02*297,
author   = {Akenine-M\"oller, Tomas and Assarssonk, Ulf},
title    = {Approximate Soft Shadows on Arbitrary Surfaces using Penumbra Wedges},
booktitle = {Thirteenth Eurographics Workshop on Rendering},
year     = {2002},
pages    = {297--305},
}

@InProceedings{Zheng:2002:SSSAL,
author = {Zhengming Ying, Min Tang and Jinxiang Dong},
title = {Soft shadow maps for area light by area approximation},
booktitle = {10th Pacific Conference on Computer Graphics and Applications},
publisher = {IEEE},
year = {2002},
pages = {442-443}
}
@InProceedings{HLHS03,
  author ="Jean-Marc Hasenfratz and Marc Lapierre and Nicolas Holzschuch and Fran\c{c}ois Sillion",
  title ="A survey of Real-Time Soft Shadows Algorithms",
  booktitle ="Eurographics",
  year ="2003",
  publisher ="Eurographics",
  organization= "Eurographics",
  note ="State-of-the-Art Report",
  keywords ="shadows algorithms, soft shadows, real-time",
  url ="http://www-imagis.imag.fr/Publications/2003/HLHS03"
}

@INPROCEEDINGS{chan:smoothie:egsr2003,
  AUTHOR = {Eric Chan and Fr\'edo Durand},
  TITLE = {Rendering Fake Soft Shadows with Smoothies},
  BOOKTITLE = {Proceedings of the Eurographics Symposium on Rendering},
  YEAR = {2003},
  PAGES = {208--218},
  LOCATION = {Leuven, Belgium},
  PUBLISHER = {Eurographics Association},
  PDF = {pdf/smoothie.pdf}
}

 @inproceedings{Wyman:2003:PM,
 author = {Chris Wyman and Charles Hansen},
 title = {Penumbra maps: approximate soft shadows in real-time},
 booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
 year = {2003},
 isbn = {3-905673-03-7},
 pages = {202--207},
 location = {Leuven, Belgium},
 publisher = {Eurographics Association},
 }
 
@inproceedings{Kirsch:2003:RRSS,
author = {Florian Kirsch and Juergen Doellner},
title = {Real-time soft shadows using a single light sample},
booktitle = {Journal of WSCG (Winter School on Computer Graphics 2003)},
year = {2003},
pages = {11(1)}
}

@INPROCEEDINGS{heidrich00,
  AUTHOR = {Wolfgang Heidrich and Stefan Brabec and Hans-Peter Seidel},
  TITLE = {Soft Shadow Maps for Linear Lights},
  BOOKTITLE = {Proceedings of the 11th Eurographics Workshop on Rendering},
  YEAR = {2000},
  PAGES = {269--280},
  PDF = {test.pdf}
}


@INPROCEEDINGS{brabec:singlesample:gi2002,
  TITLE = {{Single Sample Soft Shadows Using Depth Maps}},
  AUTHOR = {Stefan Brabec and Hans-Peter Seidel},
  BOOKTITLE = {Proceedings of Graphics Interface},
  YEAR = {2002},
  MONTH = {May},
  LOCATION = {Calgary, Alberta},
  PAGES = {219--228}
}


@INPROCEEDINGS{baum89,
  AUTHOR = {D. R. Baum and H. E. Rushmeire and J. M. Winget},
  TITLE = {Improving radiosity solutions through the use of analytically determined form-factors},
  BOOKTITLE = {Proceedings of ACM SIGGRAPH},
  YEAR = {1989},
  ISBN = {0-201-50434-0},
  PAGES = {325--334},
  DOI = {http://doi.acm.org/10.1145/74333.74367},
  PUBLISHER = {ACM Press}
}


@INPROCEEDINGS{drettakis:backprojection:sig1994,
  AUTHOR = {George Drettakis and Eugene Fiume},
  TITLE = {A fast shadow algorithm for area light sources using backprojection},
  BOOKTITLE = {Proceedings of ACM SIGGRAPH},
  YEAR = {1994},
  ISBN = {0-89791-667-0},
  PAGES = {223--230},
  DOI = {http://doi.acm.org/10.1145/192161.192207},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p223-drettakis.pdf}
}


@TECHREPORT{parker98,
  AUTHOR = {Steve Parker and Peter Shirley and Brian Smits},
  TITLE = {Single Sample Soft Shadows},
  INSTITUTION = {Computer Science Department, University of Utah},
  YEAR = {1998},
  month = {october},
  PAGES = {},
  NUMBER = {UUCS-98-019}
}


@TECHREPORT{heckbert97,
  AUTHOR = {Paul Heckbert and Michael Herf},
  TITLE = {Simulating Soft Shadows with Graphics Hardware},
  INSTITUTION = {Computer Science Department, Carnegie Mellon University},
  YEAR = {1997},
  PAGES = {},
  NUMBER = {CMU-CS-97-104}
}


@INPROCEEDINGS{woo92,
  AUTHOR = {Andrew Woo},
  TITLE = {The shadow depth map revisited},
  BOOKTITLE = {Graphics Gems III},
  YEAR = {1992},
  ISBN = {0-12-409671-9},
  PAGES = {338--342},
  PUBLISHER = {Academic Press Profession, Inc.}
}


@INPROCEEDINGS{wanger92,
  AUTHOR = {Leonard C. Wanger and James A. Ferwerda and Donald P. Greenberg},
  TITLE = {Perceiving Spatial Relationships in Computer-Generated Images},
  BOOKTITLE = {IEEE Computer Graphics and Applications, {\normalfont vol. 12, no. 3}},
  YEAR = {1992},
  PAGES = {44--58}
}


@INPROCEEDINGS{williams:smap:sig1978,
  AUTHOR = {Lance Williams},
  TITLE = {Casting curved shadows on curved surfaces},
  BOOKTITLE = {Proceedings of the 5th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1978},
  PAGES = {270--274},
  DOI = {http://doi.acm.org/10.1145/800248.807402},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p270-williams.pdf}
}


@INPROCEEDINGS{37435,
  AUTHOR = {William T. Reeves and David H. Salesin and Robert L. Cook},
  TITLE = {Rendering antialiased shadows with depth maps},
  BOOKTITLE = {Proceedings of the 14th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1987},
  ISBN = {0-89791-227-6},
  PAGES = {283--291},
  DOI = {http://doi.acm.org/10.1145/37401.37435},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p283-reeves.pdf}
}


@INPROCEEDINGS{segal:smap:sig1992,
  AUTHOR = {Mark Segal and Carl Korobkin and Rolf van Widenfelt and Jim
 Foran and Paul Haeberli},
  TITLE = {Fast shadows and lighting effects using texture mapping},
  BOOKTITLE = {Proceedings of the 19th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1992},
  ISBN = {0-89791-479-1},
  PAGES = {249--252},
  DOI = {http://doi.acm.org/10.1145/133994.134071},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p249-segal.pdf}
}


@INPROCEEDINGS{lokovic:deep:sig2000,
  AUTHOR = {Tom Lokovic and Eric Veach},
  TITLE = {Deep shadow maps},
  BOOKTITLE = {Proceedings of the 27th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {2000},
  ISBN = {1-58113-208-5},
  PAGES = {385--392},
  DOI = {http://doi.acm.org/10.1145/344779.344958},
  PUBLISHER = {ACM Press/Addison-Wesley Publishing Co.},
  PDF = {pdf/p385-lokovic.pdf}
}


@INPROCEEDINGS{agrawala:shadows:sig2000,
  AUTHOR = {Maneesh Agrawala and Ravi Ramamoorthi and Alan Heirich and
 Laurent Moll},
  TITLE = {Efficient image-based methods for rendering soft shadows},
  BOOKTITLE = {Proceedings of the 27th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {2000},
  ISBN = {1-58113-208-5},
  PAGES = {375--384},
  DOI = {http://doi.acm.org/10.1145/344779.344954},
  PUBLISHER = {ACM Press/Addison-Wesley Publishing Co.},
  PDF = {pdf/p375-agrawala.pdf}
}


@INPROCEEDINGS{fernando:asm:sig2001,
  AUTHOR = {Randima Fernando and Sebastian Fernandez and Kavita Bala
 and Donald P. Greenberg},
  TITLE = {Adaptive shadow maps},
  BOOKTITLE = {Proceedings of the 28th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {2001},
  ISBN = {1-58113-374-X},
  PAGES = {387--390},
  DOI = {http://doi.acm.org/10.1145/383259.383302},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p387-fernando.pdf}
}


@INPROCEEDINGS{Brabec01,
  AUTHOR = {Stefan Brabec and Hans-Peter Seidel},
  TITLE = {Hardware-accelerated Rendering of Antialiased Shadows with
 Shadow Maps},
  BOOKTITLE = {Computer Graphics International},
  YEAR = {2001}
}


@INPROCEEDINGS{stamminger:psm:sig2002,
  AUTHOR = {Marc Stamminger and George Drettakis},
  TITLE = {Perspective shadow maps},
  BOOKTITLE = {Proceedings of the 29th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {2002},
  ISBN = {1-58113-521-1},
  PAGES = {557--562},
  LOCATION = {San Antonio, Texas},
  DOI = {http://doi.acm.org/10.1145/566570.566616},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p557-stamminger.pdf}
}


@INPROCEEDINGS{moller,
  AUTHOR = {Tomas Akenine-M\"oller and Ulf Assarsson},
  TITLE = {Approximate Soft Shadows on Arbitrary Surfaces using
 Penumbra Wedges},
  BOOKTITLE = {Proceedings of the 13th Eurographics Workshop on Rendering},
  YEAR = {2002},
  PAGES = {309--218},
  LOCATION = {Pisa, Italy},
  PUBLISHER = {Eurographics}
}

@article{Assarsson:2003:AGBSSV,
 author = {Ulf Assarsson and Tomas Akenine-M\"oller},
 title = {A geometry-based soft shadow volume algorithm using graphics hardware},
 journal = {ACM Trans. Graph.},
 volume = {22},
 number = {3},
 year = {2003},
 issn = {0730-0301},
 pages = {511--520},
 doi = {http://doi.acm.org/10.1145/882262.882300},
 publisher = {ACM Press},
 }
@ARTICLE{Woo:1990:SSA,
  AUTHOR = {Andrew Woo and Pierre Poulin and Alain Fournier},
  TITLE = {A Survey of Shadow Algorithms},
  JOURNAL = {IEEE Computer Graphics and Applications},
  VOLUME = {10},
  NUMBER = {6},
  PAGES = {13--32},
  MONTH = NOV,
  YEAR = {1990},
  CODEN = {ICGADZ},
  ISSN = {0272-1716},
  BIBDATE = {Sat Jan 25 06:42:48 MST 1997},
  ACKNOWLEDGEMENT = ACK-NHFB,
  AFFILIATION = {Alias Research, Toronto, Ont, Canada},
  ANNOTE = {Essential to realistic and visually appealing
  images,
                 shadows are difficult to compute in most display
                 environments. This survey characterizes the various
                 types of shadows. It also describes most existing
                 shadow algorithms and discusses their complexities,
                 advantages, and shortcomings. We examine hard
  shadows,
                 soft shadows, shadows of transparent objects, and
                 shadows for complex modeling primitives. For each
  type,
                 we examine shadow algorithms within various rendering
                 techniques. \\ This survey attempts to provide
  readers
                 with enough background and insight on the various
                 methods to allow them to choose the algorithm best
                 suited to their needs. We also hope that our analysis
                 will help identify the areas that need more research
                 and point to possible solutions.},
  CLASSIFICATION = {723; 741},
  JOURNALABR = {IEEE Comput Graphics Appl},
  KEYWORDS = {Bidirectional Ray Tracing; Computer Graphics; Hard
                 Shadow Generation; Image Processing; Image Rendering;
                 Shadow Algorithms; Shadow Volumes; Soft Shadow
                 Generation; survey}
}


@INPROCEEDINGS{37407,
  AUTHOR = {John Lasseter},
  TITLE = {Principles of traditional animation applied to 3D computer
 animation},
  BOOKTITLE = {Proceedings of the 14th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1987},
  ISBN = {0-89791-227-6},
  PAGES = {35--44},
  DOI = {http://doi.acm.org/10.1145/37401.37407},
  PUBLISHER = {ACM Press}
}


@ARTICLE{195827,
  AUTHOR = {Jianmin Zhao and Norman I. Badler},
  TITLE = {Inverse kinematics positioning using nonlinear programming
 for highly articulated figures},
  JOURNAL = {ACM Transactions on Graphics (TOG)},
  VOLUME = {13},
  NUMBER = {4},
  YEAR = {1994},
  ISSN = {0730-0301},
  PAGES = {313--336},
  DOI = {http://doi.acm.org/10.1145/195826.195827},
  PUBLISHER = {ACM Press}
}


@INPROCEEDINGS{218422,
  AUTHOR = {Andrew Witkin and Zoran Popovic},
  TITLE = {Motion warping},
  BOOKTITLE = {Proceedings of the 22nd annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1995},
  ISBN = {0-89791-701-4},
  PAGES = {105--108},
  DOI = {http://doi.acm.org/10.1145/218380.218422},
  PUBLISHER = {ACM Press}
}


@INPROCEEDINGS{97923,
  AUTHOR = {Karl Sims},
  TITLE = {Particle animation and rendering using data parallel
 computation},
  BOOKTITLE = {Proceedings of the 17th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1990},
  ISBN = {0-201-50933-4},
  PAGES = {405--413},
  DOI = {http://doi.acm.org/10.1145/97879.97923},
  PUBLISHER = {ACM Press}
}


@INPROCEEDINGS{566621,
  AUTHOR = {Doug L. James and Dinesh K. Pai},
  TITLE = {DyRT: dynamic response textures for real time deformation
 simulation with graphics hardware},
  BOOKTITLE = {Proceedings of the 29th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {2002},
  ISBN = {1-58113-521-1},
  PAGES = {582--585},
  LOCATION = {San Antonio, Texas},
  DOI = {http://doi.acm.org/10.1145/566570.566621},
  PUBLISHER = {ACM Press}
}


@INPROCEEDINGS{344876,
  AUTHOR = {Joseph Laszlo and Michiel van de Panne and Eugene Fiume},
  TITLE = {Interactive control for physically-based animation},
  BOOKTITLE = {Proceedings of the 27th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {2000},
  ISBN = {1-58113-208-5},
  PAGES = {201--208},
  DOI = {http://doi.acm.org/10.1145/344779.344876},
  PUBLISHER = {ACM Press/Addison-Wesley Publishing Co.}
}


@INPROCEEDINGS{popovic:rigid:sig2000,
  AUTHOR = {Jovan Popovic' and Steven M. Seitz and Michael Erdmann and
 Zoran Popovic' and Andrew Witkin},
  TITLE = {Interactive manipulation of rigid body simulations},
  BOOKTITLE = {Proceedings of the 27th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {2000},
  ISBN = {1-58113-208-5},
  PAGES = {209--217},
  DOI = {http://doi.acm.org/10.1145/344779.344880},
  PUBLISHER = {ACM Press/Addison-Wesley Publishing Co.},
  PDF = {pdf/p209-popovic.pdf}
}


@INPROCEEDINGS{Neyret:1995:AT,
  AUTHOR = {Fabrice Neyret},
  TITLE = {Animated Texels},
  BOOKTITLE = {Computer Animation and Simulation '95},
  YEAR = {1995},
  MONTH = SEP,
  NOTE = {ISBN 3-211-82738-2},
  ORGANIZATION = {Eurographics},
  PUBLISHER = {Springer-Verlag},
  EDITOR = {Dimitri Terzopoulos and Daniel Thalmann},
  PAGES = {97--103}
}


@INPROCEEDINGS{Perbet:2001:APRT,
  AUTHOR = {Frank Perbet and Marie-Paule Cani},
  TITLE = {Animating Prairies in real-time},
  YEAR = {2001},
  ORGANIZATION = {Eurographics},
  PUBLISHER = {ACM Press},
  EDITOR = {Stephen N. Spencer},
  BOOKTITLE = {Proceedings of the Conference on the 2001
    Symposium on interactive {3D} Graphics}
}


@INPROCEEDINGS{134083,
  AUTHOR = {Michael F. Cohen},
  TITLE = {Interactive spacetime control for animation},
  BOOKTITLE = {Proceedings of the 19th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1992},
  ISBN = {0-89791-479-1},
  PAGES = {293--302},
  DOI = {http://doi.acm.org/10.1145/133994.134083},
  PUBLISHER = {ACM Press}
}


@INPROCEEDINGS{218411,
  AUTHOR = {Radek Grzeszczuk and Demetri Terzopoulos},
  TITLE = {Automated learning of muscle-actuated locomotion through
 control abstraction},
  BOOKTITLE = {Proceedings of the 22nd annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1995},
  ISBN = {0-89791-701-4},
  PAGES = {63--70},
  DOI = {http://doi.acm.org/10.1145/218380.218411},
  PUBLISHER = {ACM Press},
  ANNOTATE = {The paper describes a method by which artificial animals
 "learn" muscle-actuated motion from first principles.  The idea is to
 have the animal learn to control its muscles to move in a natural
 fashion.  The notion of "what is natural" is captured by objective
 functions; these functions are defined both in terms of the control
 function and the computed trajectories.  Biomechanical models are
 constructed as spring-mass systems, so muscle contraction is like a
 spring that contracts (length is shorter than rest length).  Another
 contribution is multi-level abstraction.  Once the animal learns the
 basics (through a slow process), many of these basic motions can be
 abstracted away and represented in a more compact fashion.  Then the
 animal can proceed to learn higher-level motions; the example they
 use is tricks that one often sees at SeaWorld.  Optimization
 processes are done both using a greedy search over the next time
 interval and simulated annealing.}
}


@INPROCEEDINGS{344865,
  AUTHOR = {Matthew Brand and Aaron Hertzmann},
  TITLE = {Style machines},
  BOOKTITLE = {Proceedings of the 27th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {2000},
  ISBN = {1-58113-208-5},
  PAGES = {183--192},
  DOI = {http://doi.acm.org/10.1145/344779.344865},
  PUBLISHER = {ACM Press/Addison-Wesley Publishing Co.}
}


@INPROCEEDINGS{chaitin-graph,
  AUTHOR = {Gregory J. Chaitin and March A. Auslander and Ashok
  K. Chandra and John Cocke and Martin E. Hopkins and Peter W. Markstein},
  TITLE = {Register Allocation Via Coloring},
  BOOKTITLE = {Computer Languages},
  VOLUME = {6},
  PAGES = {47-57},
  YEAR = {1981}
}


@INBOOK{compiler:lcc,
  AUTHOR = {Fraser, Ch. and Hanson, D. R.},
  KEY = {Fraser1995},
  TITLE = {A Retargetable {C} Compiler: Design and Implementation},
  PUBLISHER = {Addison-Wesley},
  YEAR = 1995,
  PAGES = {373--406}
}


@INBOOK{compiler:muchnick,
  AUTHOR = {Muchnick, S.},
  KEY = {Muchnick1997},
  TITLE = {Advanced Compiler Design and Implementation},
  PAGES = {181-191},
  PUBLISHER = {Morgan Kaufmann Publishers},
  YEAR = 1997
}


@INBOOK{compiler:dragon,
  AUTHOR = {Aho, A. V. and Sethi, R. and Ullman, J. D.},
  KEY = {Aho1986},
  TITLE = {Compilers: Principles, Techniques and Tools},
  PAGES = {602},
  PUBLISHER = {Addison-Wesley},
  YEAR = 1986
}


@INPROCEEDINGS{cook:shadetrees:sig1984,
  AUTHOR = {Robert L. Cook},
  TITLE = {Shade trees},
  BOOKTITLE = {Proceedings of the 11th annual conference on Computer graphics and interactive techniques},
  YEAR = {1984},
  ISBN = {0-89791-138-5},
  PAGES = {223--231},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p223-cook.pdf}
}


@INPROCEEDINGS{peercy:isl:sig2000,
  AUTHOR = {Mark S. Peercy and Marc Olano and John Airey and P. Jeffrey
 Ungar},
  TITLE = {Interactive multi-pass programmable shading},
  BOOKTITLE = {Proceedings of the 27th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {2000},
  ISBN = {1-58113-208-5},
  PAGES = {425--432},
  DOI = {http://doi.acm.org/10.1145/344779.344976},
  PUBLISHER = {ACM Press/Addison-Wesley Publishing Co.},
  PDF = {pdf/p425-peercy.pdf}
}


@INPROCEEDINGS{Mark01,
  AUTHOR = {William R. Mark and Kekoa Proudfoot},
  TITLE = {The {F}-buffer: a rasterization-order {FIFO} buffer for multi-pass rendering},
  BOOKTITLE = {Proceedings of the ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware},
  YEAR = {2001},
  ISBN = {1-58113-407-X},
  PAGES = {57--64},
  LOCATION = {Los Angeles, California, United States},
  DOI = {http://doi.acm.org/10.1145/383507.383527}
}


@INPROCEEDINGS{mark:vliw:hwws2001,
  AUTHOR = {William R. Mark and Kekoa Proudfoot},
  TITLE = {Compiling to a {VLIW} fragment pipeline},
  BOOKTITLE = {Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on
 on Graphics hardware},
  YEAR = {2001},
  ISBN = {1-58113-407-X},
  PAGES = {47--56},
  LOCATION = {Los Angeles, California, United States},
  DOI = {http://doi.acm.org/10.1145/383507.383526},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p47-mark.pdf},
  HTTP = {notes/p47-mark.txt}
}


@INPROCEEDINGS{lindholm:vtx:sig2001,
  AUTHOR = {Erik Lindholm and Mark J. Kligard and Henry Moreton},
  TITLE = {A user-programmable vertex engine},
  BOOKTITLE = {Proceedings of the 28th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {2001},
  ISBN = {1-58113-374-X},
  PAGES = {149--158},
  DOI = {http://doi.acm.org/10.1145/383259.383274},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p149-lindholm.pdf}
}


@INPROCEEDINGS{proudfoot:rtsl:sig2001,
  AUTHOR = {Kekoa Proudfoot and William R. Mark and Pat Hanrahan},
  TITLE = {A real-time procedural shading system for programmable
 graphics hardware},
  BOOKTITLE = {Proceedings of the 28th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {2001},
  ISBN = {1-58113-374-X},
  PAGES = {159--170},
  DOI = {http://doi.acm.org/10.1145/383259.383275},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p159-proudfoot.pdf}
}


@INPROCEEDINGS{hanrahan:sl:sig1990,
  AUTHOR = {Pat Hanrahan and Jim Lawson},
  TITLE = {A language for shading and lighting calculations},
  BOOKTITLE = {Proceedings of the 17th annual conference on Computer graphics and interactive techniques},
  YEAR = {1990},
  ISBN = {0-201-50933-4},
  PAGES = {289--298},
  LOCATION = {Dallas, TX, USA},
  DOI = {http://doi.acm.org/10.1145/97879.97911},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p289-hanrahan.pdf}
}


@INPROCEEDINGS{perlin:imagesyn:sig1985,
  AUTHOR = {Ken Perlin},
  TITLE = {An image synthesizer},
  BOOKTITLE = {Proceedings of the 12th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1985},
  ISBN = {0-89791-166-0},
  PAGES = {287--296},
  DOI = {http://doi.acm.org/10.1145/325334.325247},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p287-perlin.pdf}
}


@INPROCEEDINGS{olano:pixelflow:sig1998,
  AUTHOR = {Marc Olano and Anselmo Lastra},
  TITLE = {A shading language on graphics hardware: the pixelflow
 shading system},
  BOOKTITLE = {Proceedings of the 25th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1998},
  ISBN = {0-89791-999-8},
  PAGES = {159--168},
  DOI = {http://doi.acm.org/10.1145/280814.280857},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p159-olano.pdf}
}


@INPROCEEDINGS{Molnar92,
  AUTHOR = {Steven Molnar and John Eyles and John Poulton},
  TITLE = {PixelFlow: high-speed rendering using image composition},
  BOOKTITLE = {Proceedings of ACM SIGGRAPH},
  YEAR = {1992},
  ISBN = {0-89791-479-1},
  PAGES = {231--240},
  DOI = {http://doi.acm.org/10.1145/133994.134067}
}


@INPROCEEDINGS{569056,
  AUTHOR = {Eric Chan and Ren Ng and Pradeep Sen and Kekoa Proudfoot
 and Pat Hanrahan},
  TITLE = {Efficient partitioning of fragment shaders for multipass
 rendering on programmable graphics hardware},
  BOOKTITLE = {Proceedings of the conference on Graphics hardware
 2002},
  YEAR = {2002},
  ISBN = {1-58113-580-7},
  PAGES = {69--78},
  LOCATION = {Saarbrucken, Germany},
  PUBLISHER = {Eurographics Association}
}


@ARTICLE{gritz96bmrt,
  AUTHOR = {Larry Gritz and James K. Hahn},
  TITLE = {{BMRT}: {A} global illumination implementation of the
    {RenderMan} standard},
  JOURNAL = {Journal of Graphics Tools: JGT},
  VOLUME = {1},
  NUMBER = {3},
  MONTH = {????},
  PAGES = {29--47},
  YEAR = {1996}
}


@INPROCEEDINGS{97903,
  AUTHOR = {Pat Hanrahan and Paul Haeberli},
  TITLE = {Direct WYSIWYG painting and texturing on 3D shapes},
  BOOKTITLE = {Proceedings of the 17th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1990},
  ISBN = {0-201-50933-4},
  PAGES = {215--223},
  DOI = {http://doi.acm.org/10.1145/97879.97903},
  PUBLISHER = {ACM Press}
}


@INPROCEEDINGS{agrawala:route:sig2001,
  AUTHOR = {Maneesh Agrawala and Chris Stolte},
  TITLE = {Rendering effective route maps: improving usability through
 generalization},
  BOOKTITLE = {Proceedings of the 28th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {2001},
  ISBN = {1-58113-374-X},
  PAGES = {241--249},
  DOI = {http://doi.acm.org/10.1145/383259.383286},
  PUBLISHER = {ACM Press},
  ANNOTATE = {The paper describes how to render better, more effective
 route maps (see www.mapblast.com) using a system called LineDrive.
 Standard computer-generated route maps suffer because of a constant
 scale factor (which makes short roads hard to see) and extraneous
 detail that may be far from the route itself.  The goal of this
 research is to make computer-generated route maps resemble hand-drawn
 maps, which are simpler, cleaner, and easier to understand.
 First, the paper analyzes a set of cartographic generalization
 techniques, which they call distortion, simplification, and
 abstraction.  The distortion means stretching and shrinking road
 lengths and angles to make all parts visible.  Simplification means
 removing unneeded kinks and bends in the road so that the overall
 appearance is smoother.  Abstraction means choosing to show only the
 essential information, and hiding the rest.  When performing these
 operations, the key is to avoid introducing certain problems, such as
 false or missing intersections, inconsistent turns, or other more
 global issues, such as altering the overall orientation too much.
 The LineDrive system implements these ideas using a simulated
 annealing algorithm.  The paper describes a number of "scoring"
 functions and "perturbation" functions for guiding the algorithm.
 },
  PDF = {pdf/p241-agrawala.pdf}
}


@INPROCEEDINGS{becker:bump:sig1993,
  AUTHOR = {Barry G. Becker and Nelson L. Max},
  TITLE = {Smooth transitions between bump rendering algorithms},
  BOOKTITLE = {Proceedings of the 20th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1993},
  ISBN = {0-89791-601-8},
  PAGES = {183--190},
  DOI = {http://doi.acm.org/10.1145/166117.166141},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p183-becker.pdf}
}


@INPROCEEDINGS{guenter:shaders:sig1995,
  AUTHOR = {Brian Guenter and Todd B. Knoblock and Erik Ruf},
  TITLE = {Specializing shaders},
  BOOKTITLE = {Proceedings of the 22nd annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1995},
  ISBN = {0-89791-701-4},
  PAGES = {343--350},
  DOI = {http://doi.acm.org/10.1145/218380.218470},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p343-guenter.pdf}
}



@INPROCEEDINGS{carpenter:abuffer:sig1984,
  AUTHOR = {Loren Carpenter},
  TITLE = {The A -buffer, an antialiased hidden surface method},
  BOOKTITLE = {Proceedings of the 11th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1984},
  ISBN = {0-89791-138-5},
  PAGES = {103--108},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p103-carpenter.pdf}
}


@INPROCEEDINGS{akeley:polygon:sig1988,
  AUTHOR = {Kurt Akeley and Tom Jermoluk},
  TITLE = {High-performance polygon rendering},
  BOOKTITLE = {Proceedings of the 15th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1988},
  ISBN = {0-89791-275-6},
  PAGES = {239--246},
  DOI = {http://doi.acm.org/10.1145/54852.378516},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p239-akeley.pdf}
}


@INPROCEEDINGS{akeley:re:sig1993,
  AUTHOR = {Kurt Akeley},
  TITLE = {Reality Engine graphics},
  BOOKTITLE = {Proceedings of the 20th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1993},
  ISBN = {0-89791-601-8},
  PAGES = {109--116},
  DOI = {http://doi.acm.org/10.1145/166117.166131},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p109-akeley.pdf}
}


@INPROCEEDINGS{atherton:shadow:sig1978,
  AUTHOR = {Peter Atherton and Kevin Weiler and Donald Greenberg},
  TITLE = {Polygon shadow generation},
  BOOKTITLE = {Proceedings of the 5th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1978},
  PAGES = {275--281},
  DOI = {http://doi.acm.org/10.1145/800248.807403},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p275-atherton.pdf}
}


@INPROCEEDINGS{blinn:bump:sig1978,
  AUTHOR = {James F. Blinn},
  TITLE = {Simulation of wrinkled surfaces},
  BOOKTITLE = {Proceedings of the 5th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1978},
  PAGES = {286--292},
  DOI = {http://doi.acm.org/10.1145/800248.507101},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p286-blinn.pdf}
}


@ARTICLE{blinn:texreflect:cacm1976,
  AUTHOR = {James F. Blinn and Martin E. Newell},
  TITLE = {Texture and reflection in computer generated images},
  JOURNAL = {Communications of the ACM},
  VOLUME = {19},
  NUMBER = {10},
  YEAR = {1976},
  ISSN = {0001-0782},
  PAGES = {542--547},
  DOI = {http://doi.acm.org/10.1145/360349.360353},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p542-blinn.pdf}
}


@INPROCEEDINGS{carr:ray:hwws2002,
  AUTHOR = {Nathan A. Carr and Jesse D. Hall and John C. Hart},
  TITLE = {The ray engine},
  BOOKTITLE = {Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference
 on Graphics hardware},
  YEAR = {2002},
  ISBN = {1-58113-580-7},
  PAGES = {37--46},
  LOCATION = {Saarbrucken, Germany},
  PUBLISHER = {Eurographics Association},
  PDF = {pdf/RayEngine-gh02.pdf}
}


@INPROCEEDINGS{catmull:hsa:sig1978,
  AUTHOR = {Edwin Catmull},
  TITLE = {A hidden-surface algorithm with anti-aliasing},
  BOOKTITLE = {Proceedings of the 5th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1978},
  PAGES = {6--11},
  DOI = {http://doi.acm.org/10.1145/800248.807360},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p6-catmull.pdf}
}


@INPROCEEDINGS{williams:pp:sig1983,
  AUTHOR = {Lance Williams},
  TITLE = {Pyramidal parametrics},
  BOOKTITLE = {Proceedings of the 10th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1983},
  ISBN = {0-89791-109-1},
  PAGES = {1--11},
  LOCATION = {Detroit, Michigan, United States},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p1-williams.pdf}
}


@INPROCEEDINGS{soler:conv:sig1998,
  AUTHOR = {Cyril Soler and Frangois X. Sillion},
  TITLE = {Fast calculation of soft shadow textures using convolution},
  BOOKTITLE = {Proceedings of the 25th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {1998},
  ISBN = {0-89791-999-8},
  PAGES = {321--332},
  DOI = {http://doi.acm.org/10.1145/280814.280927},
  PUBLISHER = {ACM Press},
  PDF = {pdf/p321-soler.pdf}
}


@INPROCEEDINGS{purcell:rtongfx:sig2002,
  AUTHOR = {Timothy J. Purcell and Ian Buck and William R. Mark and Pat
 Hanrahan},
  TITLE = {Ray tracing on programmable graphics hardware},
  BOOKTITLE = {Proceedings of the 29th annual conference on Computer
 graphics and interactive techniques},
  YEAR = {2002},
  ISBN = {1-58113-521-1},
  PAGES = {703--712},
  LOCATION = {San Antonio, Texas},
  DOI = {http://doi.acm.org/10.1145/566570.566640},
  PUBLISHER = {ACM Press},
  PDF = {pdf/rtongfx.pdf}
}


@INPROCEEDINGS{harris:sim:hwws2002,
  AUTHOR = {Mark J. Harris and Greg Coombe and Thorsten Scheuermann and
 Anselmo Lastra},
  TITLE = {Physically-based visual simulation on graphics hardware},
  BOOKTITLE = {Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference
 on Graphics hardware},
  YEAR = {2002},
  ISBN = {1-58113-580-7},
  PAGES = {109--118},
  LOCATION = {Saarbrucken, Germany},
  PUBLISHER = {Eur
