Compilation of 100+ 3D graphics academic papers

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

TitleAuthorsLink
Structure and Stability of the 1-Dimensional MapperCarrière and OudotLink

Ambient Occlusion

TitleAuthorsLink
Approximating Dynamic Global Illumination in Image SpaceRitschel et al.Link
Dynamic Ambient Occlusion and Indirect LightingBunnellLink
Hardware Accelerated Ambient Occlusion Techniques on GPUsShanmugan and ArikanLink
Neural Network Ambient OcclusionHolden et al.Link
Production-Ready Global IlluminationLandisLink
Bent Normals and Cones in Screen-spaceKlehm et al.Link
Volumetric Ambient OcclusionSzirmay-Kalos et al.Link

Computational Geometry

TitleAuthorsLink
Edgebreaker : Connectivity compression for triangle meshesRossignacLink
Adaptative Forward Differencing for Rendering Curves and SurfacesLien et al.Link
Variational Shape ApproximationCohen-Steiner et al.Link
DeWall : A fast divide and conquer Delaunay triangulation algorithm in E^dCignoni et al.Link
Discovering Structural Regularity in 3D GeometryPauly et al.Link
Fast Exact and Approximate Geodesics on MeshesSurazhsky et al.Link
Geodesics in Heat : A New Approach to Computing Distance based on Heat FlowCrane et al.Link
Lloyd relaxation using analytical Voronoi diagram in the L_infinity norm and its application to quad optimizationMouton and BéchetLink

Data Structure

TitleAuthorsLink
Efficient Data Structure for Representing and Simplifying Simplicial Complexes in High DimensionAttali et al.Link
QSplat : A Multiresolution Point Rendering System for Large MeshesRusinkeiwicz and LeroyLink
High Resolution Sparse Voxel DAGsKämpe et al.Link

Global Illumination

TitleAuthorsLink
The Rendering EquationKajiyaLink
Mathematical Models and Monte Carlo Algorithms for Physically Based RenderingLafortuneLink
Bi-Directional Path TracingLafortune and WillemsLink
Metropolis Light TransportVeach and GuibasLink
Instant RadiosityKellerLink
Lightcuts : A Scalable Approach to IlluminationWalter et al.Link
Deep Screen SpaceNalbach et al.Link
Interactive Indirect Illumination Using Voxel Cone TracingCrassin et al.Link
Gradient-Domain Path TracingKettunen et al.Link
Manifold Exploration : A Markov Chain Monte Carlo technique for rendering scenes with difficult specular transportJakobLink
Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting EnvironmentsSloan et al.Link
Robust Monte Carlo Methods for Light Transport SimulationVeachLink
Real-Time Indirect Illumination with Clustered VisibilityDong et al.Link
Real-Time Polygonal-Light Shading with Linearly Transformed ConsinesHeitz et al.Link
Scalable Realistic Rendering with Many-Light MethodsDachsbacher et al.Link
Splatting Indirect IlluminationDachsbacher et al.Link
The State of the Art in Interactive Global IlluminationRitschel et al.Link
A Practical Guide to Global Illumination using Photon MapsJensenLink
Photon Mapping on Programmable Graphics HardwarePurcell et al.Link
Bidirectional Instant RadiositySegovia et al.Link
Fast, Arbitrary BRDF Shading for Low-Frequency Lighting Using Spherical HarmonicsKautz et al.Link
Light Field RenderingLevoy and HanrahanLink
Light Transport Simulation with Vertex Connection and MergingGeorgiev et al.Link
Manifold Next Event SimulationHanika et al.Link
Progressive Photon MappingHachisuka et al.Link
Simple and Robust Mutation Strategy for Metropolis Light TransportKelmen and Szirmay-KalosLink

Point Based Global Illumination

TitleAuthorsLink
Point-Based Approximate Color BleedingChristensenLink
ManyLoDs: Parallel Many-View Level-of-Detail Selection for Real-Time Global IlluminationHolländer et al.Link
Factorized Point Based Global IlluminationWang et al.Link
Forward Light Cuts : A Scalable Approach to Real-Time Global IlluminationLaurent et al.Link
Micro-Rendering for Scalable, Parallel Final GatheringRitschel et al.Link
Quantized Point-Based Global IlluminationBuchholz and BoubekeurLink
Wavelet Point-Based Global IlluminationWang et al.Link

Shadow

TitleAuthorsLink
Deep Shadow MapsLokovic and VeachLink
Imperfect Shadow Maps for Efficient Computation of Indirect IlluminationRitschel et al.Link
Real-Time, All-Frequency Shadows in Dynamic ScenesAnnen et al.Link
Percentage-Closer Soft ShadowsFernandoLink
Stochastic Soft Shadow MappingLiktor et al.Link
Variance Shadow MappingDonnelly and LauritzenLink
Adaptative Volumetric Shadow MapsSalvi et al.Link

Rendering

TitleAuthorsLink
Clustered Deferred and Forward ShadingOlsson et al.Link
Comprehensible Rendering of 3-D ShapesSaito and TakahashiLink
An Overview of BRDF ModelsMontes and UrenaLink
X-Toon: An Extended Toon ShaderBarla et al.Link

Physics Simulation

TitleAuthorsLink
Practical Animation of LiquidsFoster and FedkiwLink
Large Steps in Cloth SimulationBaraff and WitkinLink
Light Scattering from Human Hair FibersMarschner et al.Link
Stable FluidsStamLink
Smoothed Particle Hydrodynamics on GPUsHarada et al.Link
Fast Corotated FEM using Operator SplittingKugelstadt et al.Link

Remeshing

TitleAuthorsLink
Anisotropic Polygonal RemeshingAlliez et al.Link
Isotropic Surface RemeshingAlliez et al.Link

Spectral Methods

TitleAuthorsLink
Laplacian Eigenmaps for Dimensionality Reduction and Data RepresentationBelkin and NiyogiLink
General discrete Laplace operators on polygonal meshesHerholzLink
Robust 3D Shape Correspondence in the Spectral DomainJain and ZhangLink
Discrete Laplace operators : No free lunchWardetzky et al.Link
Poisson Image EditingPérez et al.Link
Laplace-Beltrami Eigenfunctions for Deformation Invariant Shape RepresentationRustanovLink
Spectral Geometry Processing with Manifold HarmonicsVallet and LévyLink
Discrete Laplacians on General Polygonal MeshesAlexa and WardetzkyLink

Surface Deformation

TitleAuthorsLink
As-Rigid-As-Possible Surface ModelingSorkine and AlexaLink
Bone Glow: An Improved Method for the Assignment of Weights for Mesh DeformationWareham and LasenbyLink
Convolutional Wasserstein Distances: Efficient Optimal Transportation on Geometric DomainsSolomon et al.Link
Variational Harmonic Maps for Space DeformationBen-Chen et al.Link
Mean Value Coordinates for Closed Triangular MeshesJu et al.Link
Green CoordinatesLipman et al.Link
Harmonic Coordinates for Character ArticulationJoshi et al.Link
Harmonic CoordinatesDeRose and MeyerLink
Local Barycentric CoordinatesZhang et al.Link
Automatic Rigging and Animation of 3D CharactersBaran and PopovicLink
Bounded Biharmonic Weights for Real-Time DeformationJacobson et al.Link
Conformal Mesh Deformations with Möbius TransformationsVaxman et al.Link
Direct Skinning Methods and Deformation PrimitivesKavanLink
Skinning with Dual QuaternionsKavan et al.Link
Laplacian Surface EditingSorkine et al.Link
Spin Transformation of Discrete SurfacesCrane et al.Link
GPU-assisted Positive Mean Value Coordinates for Mesh DeformationsLipman et al.Link
Spatial Deformation TransferBen-Chen et al.Link
Deformation Transfer for Triangle MeshesSumner and PopovicLink
Mesh Editing with Poisson-Based Gradient Field ManipulationYu et al.Link
Real-time Skeletal Skinning with Optimized Centers of RotationLe and HodginsLink

Surface Parametrization

TitleAuthorsLink
Surface Parametrization: a Tutorial and SurveyFloater and HormannLink
Least Squares Conformal Maps for Automatic Texture Atlas GenerationLévy et al.Link
Mesh Parametrization: Theory and PracticeHormann et al.Link
Discrete Surface Ricci FlowJin et al.Link
Scalable Locally Injective MappingsRabinovich et al.Link

Surface Reconstruction

TitleAuthorsLink
Marching Cubes: A High Resolution 3D Surface Construction AlgorithmLorensen and ClineLink
Poisson Surface ReconstructionKazhdan et al.Link
Voronoi-based Variational Reconstruction of Unoriented Point SetsAlliez et al.Link
Surface Reconstruction by Voronoi FilteringAmenta and BernLink
Linear Surface Reconstruction from Discrete Fundamental Forms on Triangle MeshesWang et al.Link
Reconstruction Using Witness ComplexesGuibas and OudotLink
Geodesic Delaunay Triangulation and Witness Complex in the PlaneGao et al.Link
Delaunay Triangulation Based Surface Reconstruction: Ideas and AlgorithmsCazals and GiesenLink

Surface Segmentation

TitleAuthorsLink
D-Charts: Quasi-Developable Mesh SegmentationJulius et al.Link

Surface Simplification

TitleAuthorsLink
Surface Simplification Using Quadric Error MetricsGarland and HeckbertLink
Structure-Aware Mesh DecimationSalinas et al.Link

Texture Packing

TitleAuthorsLink
A Thousand Ways to Pack the Bin - A Practical Approach to Two-Dimensional Rectangle Bin PackingJylänkiLink

Volume Rendering

TitleAuthorsLink
Production Volume RenderingFong et al.Link
Real-time Cloud RenderingHarris and LastraLink
Monte Carlo Methods for Volumetric Light Transport SimulationNovak et al.Link

Unsorted

TitleAuthorsLink
Computing Discrete Minimal Surfaces and Their ConjugatesPinkall and PolthierLink
Efficient Spherical Harmonic EvaluationSloanLink
Stupid Spherical Harmonics TricksSloanLink
Filtering Distributions of Normals for Shading AntialiasingKaplayan et al.Link
Joint Bilateral UpsamplingKopf et al.Link
Symmetry and Orbit Detection via Lie-Algebra VotingShi et al.Link
Procedural Noise using Sparse Gabor ConvolutionLagae et al.Link
Improved Alpha-Tested Magnification for Vector Textures and Special EffectsGreenLink
Wavelet NoiseCook and DeRoseLink
Weighted Blended Order-Independent TransparencyMcGuire and BavoilLink
Separable Subsurface ScatteringJimenez et al.Link

rivten

stuck here


by Hugo Viala, 2018-08-03