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Compilation of 100+ 3D graphics academic papers

 5 years ago
source link: https://www.tuicool.com/articles/hit/Jnquqyn
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About a little more than a year ago, I followed an intensive Computer Graphics course that studied a lot of academic materials and engaged us into reading more scientific papers. Throughout the course, we studied in-class and by ourselves several articles spanning lots of sub-topics of 3D graphics.

I have compiled that list here. Note that this list is by no means exhaustive, might not span the full knowledge (or even possible the basic knowledge) of a specific subtopic and might be lacking very important reference.

However, I would be willing to expand and improve it. If you think a particular academic article or subtopic is lacking, or that a specific reference is useless, or if you want to suggest any improvement whatsoever, do not hesitate to shoot me a DM :)

Algebraic Topology

Title Authors Link Structure and Stability of the 1-Dimensional Mapper Carrière and Oudot Link

Ambient Occlusion

Title Authors Link Approximating Dynamic Global Illumination in Image Space Ritschel et al. Link Dynamic Ambient Occlusion and Indirect Lighting Bunnell Link Hardware Accelerated Ambient Occlusion Techniques on GPUs Shanmugan and Arikan Link Neural Network Ambient Occlusion Holden et al. Link Production-Ready Global Illumination Landis Link Bent Normals and Cones in Screen-space Klehm et al. Link Volumetric Ambient Occlusion Szirmay-Kalos et al. Link

Computational Geometry

Title Authors Link Edgebreaker : Connectivity compression for triangle meshes Rossignac Link Adaptative Forward Differencing for Rendering Curves and Surfaces Lien et al. Link Variational Shape Approximation Cohen-Steiner et al. Link DeWall : A fast divide and conquer Delaunay triangulation algorithm in E^d Cignoni et al. Link Discovering Structural Regularity in 3D Geometry Pauly et al. Link Fast Exact and Approximate Geodesics on Meshes Surazhsky et al. Link Geodesics in Heat : A New Approach to Computing Distance based on Heat Flow Crane et al. Link Lloyd relaxation using analytical Voronoi diagram in the L_infinity norm and its application to quad optimization Mouton and Béchet Link

Data Structure

Title Authors Link Efficient Data Structure for Representing and Simplifying Simplicial Complexes in High Dimension Attali et al. Link QSplat : A Multiresolution Point Rendering System for Large Meshes Rusinkeiwicz and Leroy Link High Resolution Sparse Voxel DAGs Kämpe et al. Link

Global Illumination

Title Authors Link The Rendering Equation Kajiya Link Mathematical Models and Monte Carlo Algorithms for Physically Based Rendering Lafortune Link Bi-Directional Path Tracing Lafortune and Willems Link Metropolis Light Transport Veach and Guibas Link Instant Radiosity Keller Link Lightcuts : A Scalable Approach to Illumination Walter et al. Link Deep Screen Space Nalbach et al. Link Interactive Indirect Illumination Using Voxel Cone Tracing Crassin et al. Link Gradient-Domain Path Tracing Kettunen et al. Link Manifold Exploration : A Markov Chain Monte Carlo technique for rendering scenes with difficult specular transport Jakob Link Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments Sloan et al. Link Robust Monte Carlo Methods for Light Transport Simulation Veach Link Real-Time Indirect Illumination with Clustered Visibility Dong et al. Link Real-Time Polygonal-Light Shading with Linearly Transformed Consines Heitz et al. Link Scalable Realistic Rendering with Many-Light Methods Dachsbacher et al. Link Splatting Indirect Illumination Dachsbacher et al. Link The State of the Art in Interactive Global Illumination Ritschel et al. Link A Practical Guide to Global Illumination using Photon Maps Jensen Link Photon Mapping on Programmable Graphics Hardware Purcell et al. Link Bidirectional Instant Radiosity Segovia et al. Link Fast, Arbitrary BRDF Shading for Low-Frequency Lighting Using Spherical Harmonics Kautz et al. Link Light Field Rendering Levoy and Hanrahan Link Light Transport Simulation with Vertex Connection and Merging Georgiev et al. Link Manifold Next Event Simulation Hanika et al. Link Progressive Photon Mapping Hachisuka et al. Link Simple and Robust Mutation Strategy for Metropolis Light Transport Kelmen and Szirmay-Kalos Link

Point Based Global Illumination

Title Authors Link Point-Based Approximate Color Bleeding Christensen Link ManyLoDs: Parallel Many-View Level-of-Detail Selection for Real-Time Global Illumination Holländer et al. Link Factorized Point Based Global Illumination Wang et al. Link Forward Light Cuts : A Scalable Approach to Real-Time Global Illumination Laurent et al. Link Micro-Rendering for Scalable, Parallel Final Gathering Ritschel et al. Link Quantized Point-Based Global Illumination Buchholz and Boubekeur Link Wavelet Point-Based Global Illumination Wang et al. Link

Shadow

Title Authors Link Deep Shadow Maps Lokovic and Veach Link Imperfect Shadow Maps for Efficient Computation of Indirect Illumination Ritschel et al. Link Real-Time, All-Frequency Shadows in Dynamic Scenes Annen et al. Link Percentage-Closer Soft Shadows Fernando Link Stochastic Soft Shadow Mapping Liktor et al. Link Variance Shadow Mapping Myers Link Adaptative Volumetric Shadow Maps Salvi et al. Link

Rendering

Title Authors Link Clustered Deferred and Forward Shading Olsson et al. Link Comprehensible Rendering of 3-D Shapes Saito and Takahashi Link An Overview of BRDF Models Montes and Urena Link X-Toon: An Extended Toon Shader Barla et al. Link

Physics Simulation

Title Authors Link Practical Animation of Liquids Foster and Fedkiw Link Large Steps in Cloth Simulation Baraff and Witkin Link Light Scattering from Human Hair Fibers Marschner et al. Link Stable Fluids Stam Link Smoothed Particle Hydrodynamics on GPUs Harada et al. Link Fast Corotated FEM using Operator Splitting Kugelstadt et al. Link

Remeshing

Title Authors Link Anisotropic Polygonal Remeshing Alliez et al. Link Isotropic Surface Remeshing Alliez et al. Link

Spectral Methods

Title Authors Link Laplacian Eigenmaps for Dimensionality Reduction and Data Representation Belkin and Niyogi Link General discrete Laplace operators on polygonal meshes Herholz Link Robust 3D Shape Correspondence in the Spectral Domain Jain and Zhang Link Discrete Laplace operators : No free lunch Wardetzky et al. Link Poisson Image Editing Pérez et al. Link Laplace-Beltrami Eigenfunctions for Deformation Invariant Shape Representation Rustanov Link Spectral Geometry Processing with Manifold Harmonics Vallet and Lévy Link Discrete Laplacians on General Polygonal Meshes Alexa and Wardetzky Link

Surface Deformation

Title Authors Link As-Rigid-As-Possible Surface Modeling Sorkine and Alexa Link Bone Glow: An Improved Method for the Assignment of Weights for Mesh Deformation Wareham and Lasenby Link Convolutional Wasserstein Distances: Efficient Optimal Transportation on Geometric Domains Solomon et al. Link Variational Harmonic Maps for Space Deformation Ben-Chen et al. Link Mean Value Coordinates for Closed Triangular Meshes Ju et al. Link Green Coordinates Lipman et al. Link Harmonic Coordinates for Character Articulation Joshi et al. Link Harmonic Coordinates DeRose and Meyer Link Local Barycentric Coordinates Zhang et al. Link Automatic Rigging and Animation of 3D Characters Baran and Popovic Link Bounded Biharmonic Weights for Real-Time Deformation Jacobson et al. Link Conformal Mesh Deformations with Möbius Transformations Vaxman et al. Link Direct Skinning Methods and Deformation Primitives Kavan Link Skinning with Dual Quaternions Kavan et al. Link Laplacian Surface Editing Sorkine et al. Link Spin Transformation of Discrete Surfaces Crane et al. Link GPU-assisted Positive Mean Value Coordinates for Mesh Deformations Lipman et al. Link Spatial Deformation Transfer Ben-Chen et al. Link Deformation Transfer for Triangle Meshes Sumner and Popovic Link Mesh Editing with Poisson-Based Gradient Field Manipulation Yu et al. Link Real-time Skeletal Skinning with Optimized Centers of Rotation Le and Hodgins Link

Surface Parametrization

Title Authors Link Surface Parametrization: a Tutorial and Survey Floater and Hormann Link Least Squares Conformal Maps for Automatic Texture Atlas Generation Lévy et al. Link Mesh Parametrization: Theory and Practice Hormann et al. Link Discrete Surface Ricci Flow Jin et al. Link Scalable Locally Injective Mappings Rabinovich et al. Link

Surface Reconstruction

Title Authors Link Marching Cubes: A High Resolution 3D Surface Construction Algorithm Lorensen and Cline Link Poisson Surface Reconstruction Kazhdan et al. Link Voronoi-based Variational Reconstruction of Unoriented Point Sets Alliez et al. Link Surface Reconstruction by Voronoi Filtering Amenta and Bern Link Linear Surface Reconstruction from Discrete Fundamental Forms on Triangle Meshes Wang et al. Link Reconstruction Using Witness Complexes Guibas and Oudot Link Geodesic Delaunay Triangulation and Witness Complex in the Plane Gao et al. Link Delaunay Triangulation Based Surface Reconstruction: Ideas and Algorithms Cazals and Giesen Link

Surface Segmentation

Title Authors Link D-Charts: Quasi-Developable Mesh Segmentation Julius et al. Link

Surface Simplification

Title Authors Link Surface Simplification Using Quadric Error Metrics Garland and Heckbert Link Structure-Aware Mesh Decimation Salinas et al. Link

Texture Packing

Title Authors Link A Thousand Ways to Pack the Bin - A Practical Approach to Two-Dimensional Rectangle Bin Packing Jylänki Link

Volume Rendering

Title Authors Link Production Volume Rendering Fong et al. Link Real-time Cloud Rendering Harris and Lastra Link Monte Carlo Methods for Volumetric Light Transport Simulation Novak et al. Link

Unsorted

Title Authors Link Computing Discrete Minimal Surfaces and Their Conjugates Pinkall and Polthier Link Efficient Spherical Harmonic Evaluation Sloan Link Stupid Spherical Harmonics Tricks Sloan Link Filtering Distributions of Normals for Shading Antialiasing Kaplayan et al. Link Joint Bilateral Upsampling Kopf et al. Link Symmetry and Orbit Detection via Lie-Algebra Voting Shi et al. Link Procedural Noise using Sparse Gabor Convolution Lagae et al. Link Improved Alpha-Tested Magnification for Vector Textures and Special Effects Green Link Wavelet Noise Cook and DeRose Link Weighted Blended Order-Independent Transparency McGuire and Bavoil Link

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