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 | Donnelly and Lauritzen | 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 |
| 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 |
| Separable Subsurface Scattering | Jimenez et al. | Link |