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Illumination globale
Non temps réel :
- Point-Based Global Illumination for Movie Production – Per H. Christensen
- Point-Based Global Illumination for Movie Production Bis – Per H. Christensen
- Introduction to Point Based Global Illumination – Karsten Daemen
- CGSociety – Pixar PBGI
Temps réel :
- GPU Gems 1 – Chapter 17 – Ambient Occlusion
- GPU Gems 2 – Chapter 14 – Dynamic Ambient Occlusion & Indirect Lighting
- Geomerics – A real time radiosity architecture for video game
- RealTimeRadiosity.com – Demos
- GPU Based Approach for Interactive Global Illumination
- Interactive Global Illumination on the GPU – Thorsten Grosch
- Interactive Indirect Illumination Using Voxel Cone Tracing – Fabrice Neyret
- GPU-Accelerated Point-Based Color Bleeding – Ryan Schmitt
- Geomerics papers
- Papers collection