irizarry@batcomputer.tn.cornell.edu (Gil Irizarry) (03/31/88)
A while back, I asked for references on ray tracing. Well, below is the most complete reponse that I received. Sorry for the length, but I didn't want to edit anything out. I want to thank Cary for this list, and all those that responded to my posting. BTW, even though I do attend Cornell (The Home of D Greenberg), I am an undergraduate and not high on the list of priorities of some reseachers (actually the PCG is rather friendly but some other departments here are VERY cold to undergrads). ------------ Strange request considering where you are presently going to school you have Don Greenberg and his minions producing state-of-the-art image synthesis work. Anyway, I can give you (below) a slightly out-of-date, work-in-progess taxonomy and reference list for your reading pleasure. See the reference named [ROGE85] for a good background covering the basics. This is copyrighted material, which means you can use it for your own research purposes and for no other reason. If this is not agreeable to you, then hit 'n' now. -------------------------------------------------------------------- Image Synthesis: A Taxonomy of the Literature with Emphasis on Ray Tracing Copyright (c) 1987 Cary Scofield. Last date of revision: October 30, 1987 -- Background -- Origins: [APPE68], MAGI [GOLD71] -- early hidden-surface algorithms <to be added later> -- early shadow algorithms <to be added later> -- Lighting and reflectance models -- Half-tone [BOUK70] -- Lambertian (diffuse reflection) -- Gouraud shading [GOUR71] [DUFF79] -- Phong shading [PHON75] [DUFF79] -- Torrance-Sparrow: micro-facet slope distribution [BLIN77] -- Cook-Torrance: spectral energy distribution [COOK82] -- spotlights [WARN83] -- full-wave reflection model [BAHA87] -- Fundamentals of ray tracing -- basic or "naive" algorithm [KAJI83b] [WHIT85b] [SWEE84] [GLAS87] [PEAC87] [HECK87] -- modeling of transparency [KAY79] -- modeling of reflection and refraction [WHIT80] -- "simple" primitives, i.e, quadrics: spheres, planes, etc. [SWEE84] -- data structures [JANS86] -- Image quality: anti-aliasing -- triangular filter [CROW77] -- hidden-surface processing with AA [CATM78] -- adaptive sampling [WHIT80] [WHIT85b] -- weighted texture and edge filtering [FEIB80] -- post-processing edge inference [BLOO83] -- subpixel addressibility [FUJI83] -- boundary analysis [BARR79] -- Optimizations -- bounding volumes (object coherence) -- binary tree representing hierarchical relationships of objects in a scene [CLAR76] [RUBI80] -- reduction of void areas [WEGH84] -- complex bounding volumes (plane sets) [KAY86] -- ellipsoids [BOUV85a] -- automatic generation [GOLD87] -- adaptive tree-depth ("threshold of significance") [HALL83b] -- item buffer [WEGH84] -- space subdivision (spatial coherence) [GLAS84] -- BSP tree [KAPL85] [FUCH79] [FUCH80] [FUCH83] -- octrees [FUJI85] -- light buffers [HAIN86] -- ray coherence [SPEE85] [OHTA87] [JOY86] [HECK83] -- ray classification [ARVO87a] -- multiprocessor [CLEA83] [KOBA87] -- vectorizing [MAX81] [PLUN85] -- efficiency techniques in general [BERL85] -- Additional realism -- texture and pattern mapping [PERN82][CARE85][CROW84][FULU78] -- environment/reflection mapping [BLIN76] -- survey [HECK86] -- solid texturing [PEAC85] [PERL85] [WYVI87] -- multiple levels of detail [DUNG78] [WILL83] -- 3-d transformations [CATM80] -- perspective texture mapping [GANG82][SMIT80] -- planar 2-pass texture mapping with warping [SMIT87] -- two-part texture mapping [BIER86] -- bump mapping -- [BLIN78a] [BLIN78b] -- shadows [MAX86a] -- better anti-aliasing techniques -- A-buffer [CARP84] -- bit-masks and lookup tables [ABRA85] -- stochastic sampling [COOK85] [DIPP85] [COOK86] -- clamping [NORT82] -- summed area tables [CROW84] -- adaptive precision [GLAS86] -- repeated integration [HECK86] -- non-uniform sampling [MITC87] -- depth map for anti-aliased shadows [REEV87] -- comprehensive shading model [WHIT85c] -- shadow penumbras [LEE85] [AMAN84] -- distributed ray tracing [COOK84], simultaneous solution of several major problems: -- motion blur -- penumbras -- depth of field -- translucency -- fuzzy reflections -- diffuse reflections: radiosity [GORA84] [COHE85] [COHE86] [NISH85] -- radiosity with non-diffuse surfaces [IMME86] -- synthesis of ray tracing and radiosity [WALL87] [GREE86] -- radiately-participating media [RUSH87] -- better light source descriptions [HALL83b] [VERB84] -- refraction of light [INAK86] -- "backward" (actually forward) ray tracing for caustics [ARVO86b] -- anisotropic reflectance models [KAJI85] -- The Rendering Equation [KAJI86] [WALL87] -- "natural phenomena" -- clouds [GARD84] [GARD85] -- trees [AONO84] -- [KAJI84] -- atmospheric illumination [MAX86b] -- fractals [FOUR82] -- particle systems and fuzzy objects [REEV83] [REEV85] -- graftals [SMIT84] -- Beyond quadrics -- torus -- bi-quadratic patches [STEI84] -- B-spline surfaces (Sweeney) -- CSG models [ROTH82] -- surface of revolution [BOUV85] -- Bi-cubic patches, fractal surfaces, prisms, volume densities, procedurally-defined objects, etc. [KAJI82] [KAJI83] [LEVN87] -- Steiner patches [SEDE84] -- other algebraic surfaces [HANR83] -- quasi-Newton iteration for parametric surface patches [JOY86] -- blobby molecules [BLIN82] -- soft objects [WYVI86] -- fuzzy spheres [LATH85] -- deformed primitives (Al Barr) -- complex models with surface tesselations [SNYD87] -- generalized cylinders [BRON85] -- swept primitives -- cubic splines [WIJK84a] -- spheres [WIJK84b] -- Variations on a theme -- cone tracing [AMAN84] [KIRK86] -- beam tracing [HECK83] -- w/ caching and breadth-first search [HANR86] -- pencil tracing [SHIN87] -- space sweeping [MULL86] -- Miscellaneous -- rendering tricks -- 3D image composition [PORT84] [DUFF85] -- 2-1/2 D motion blur [MAX85] -- 2-1/2 D depth of field [ARVO86b] -- "Cheating" [BLIN85] -- hybrid image synthesis techniques [HALL86a] -- "Hacks" [WHIT85a] or [WHIT86] -- colorimetry [CATM79] [MEYE80] [MEYE83] [HALL83b] [HALL86b] -- System Architectures -- testbeds [CROW82b] [WHIT82] [HALL83b] -- reconfigurable shaders [COOK84b] [PERL85a] -- object-oriented approach [ARVO87b] -- Reyes Architecture [COOK87] -- GRAPE architecture [NADA87] ---------------------------------------------------------------------- References: [ABRA85] Abram, A.G., L. Westover, and T. Whitted. Efficient alias-free rendering using bit-masks and look-up tables. Proc. SIGGRAPH 1985, Vol. 19, No. 3, July 1985, pp. 53-59. [AMAN84] Amanatides, John. Ray tracing with cones. Proc. SIGGRAPH 1984, July 1984, pp. 129-136. [AONO84] Aono, M. and T. Kunii. Botanical tree image generation. IEEE CG&A, Vol. 4, No. 5, May 1984, pp. 10-34. [APOL85] Computer-generated animation film, "QUEST: A Long Ray's Journey into Light", Apollo Computer Inc., 1985. [ARVO86a] Arvo, James R. Backward ray tracing. SIGGRAPH 1986 Course Notes: Developments in Ray Tracing. [ARVO86b] Arvo, James R. and Cary P. Scofield. A two-and-a-half-d depth of field algorithm for computer animation. Unpublished. [ARVO87a] Arvo, James R. and David B. Kirk. Fast ray tracing by ray classification. Proc. SIGGRAPH 1987, Vol. 21, No. 4, pp. 55-64. [ARVO87b] Arvo, James R., David B. Kirk, and Olin Lathrop. The ray tracing kernel. Unpublished. [APPE67] Appel, Arthur. 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