Departamento de Ciência da Computação
Anselmo Montenegro
Professor Adjunto IVUniversidade Federal Fluminense
View Morphing
Steven M. Seitz and Charles R. Dyer. 1996. View morphing. In Proceedings of the 23rd annual conference on Computer graphics and interactive techniques (SIGGRAPH '96). ACM, New York, NY, USA, 21-30. DOI=http://dx.doi.org/10.1145/237170.237196
Terrain Synthesis from Digital Elevation Models
Howard Zhou, Jie Sun, Greg Turk, and James M. Rehg. 2007. Terrain Synthesis from Digital Elevation Models. IEEE Transactions on Visualization and Computer Graphics 13, 4 (July 2007), 834-848. DOI=http://dx.doi.org/10.1109/TVCG.2007.1027
Disney's Physically Based Rendering
Brent Burley, Walt Disney Animation Studios
Extended The Disney BRDF to a BSDF for Mantra renderer from Igor on Vimeo.
Relief Texture
Fabio Policarpo, Manuel M. Oliveira, João Comba. Real-Time Relief Mapping on Arbitrary Polygonal Surfaces. ACM SIGGRAPH 2005 Symposium on Interactive 3D Graphics and Games, Washington, DC, April 3-6, 2005, pp. 155-162.
Non-Photorealistic Rendering with Pixel and Vertex Shaders
Card, Drew and Jason L. Mitchell. “Non-Photorealistic Rendering with Pixel and Vertex Shaders. (2002).
Ladislav Kavan. SIGGRAPH Course 2014 — Skinning: Real-time Shape DeformationPart I: Direct Skinning Methods and Deformation Primitives - University of Pennsylvania
Hasenfratz, Jean-Marc & Lapierre, Marc & Holzschuch, Nicolas & Sillion, François. (2003). A Survey of Real-Time Soft Shadows Algorithms. Computer Graphics Forum. 22. 10.1111/j.1467-8659.2003.00722.x.
Dynamic Mesh Refinement on GPU using Geometry Shaders
Hasenfratz, Jean-Marc & Lapierre, Marc & Holzschuch, Nicolas & Sillion, François. (2003). A Survey of Real-Time Soft Shadows Algorithms. Computer Graphics Forum. 22. 10.1111/j.1467-8659.2003.00722.x.
Lorenz, Haik and Jürgen Döllner. “Dynamic Mesh Refinement on GPU using Geometry Shaders.” (2008).