Eric Haines reminds in a blog article the problems that arise when rendering a cone, which are surprisingly tricky for such a seemingly simple task. A discussion on the topic also spawned on Twitter.

# Issues when rendering cones on a GPU

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Eric Haines reminds in a blog article the problems that arise when rendering a cone, which are surprisingly tricky for such a seemingly simple task. A discussion on the topic also spawned on Twitter.

I’ll start tweeting about graphics research papers which I think are important to know about for various reasons (in no particular order).

— Tomas Akenine-Möller (@inversepixel) September 14, 2013

This is an announcement that got all my attention. Since Twitter is a mess to find anything older than a day, here is the list so far:

*A Characterization of Ten Hidden-Surface Algorithms*, Sutherland et al., ACM Computing Surveys, 1974*Survey of Texture Mapping*, Paul Heckbert, IEEE Computer Graphics and Applications, 1986*Rendering Complex Scenes with Memory-Coherent Ray Tracing*, Matt Pharr et al., proceedings of SIGGRAPH, 1997*An Efficient Representation for Irradiance Environment Maps*, Ramamoorthi & Hanrahan, proceedings of SIGGRAPH, 2001*Decoupled Sampling for Graphics Pipelines*, Ragan-Kelley et al. ACM Transactions on Graphics, 2011*The Aliasing Problem in Computer-Generated Shaded Images*, Franklin C. Crow, Communications of the ACM, 1977- Ray Tracing Complex Scenes, Kay & Kajiya, proceedings of SIGGRAPH, 1986
*Hierarchical Z-buffer Visibility*, Greene et al., proceedings of SIGGRAPH, 1993*Geometry Images*, Gu et al., ACM Transactions on Graphics, 2002*A Hidden-Surface Algorithm with Anti-Aliasing*, Edwin Catmull, proceedings of SIGGRAPH, 1978*Modeling the Interaction of Light Between Diffuse Surfaces*, Goral et al., proceedings of SIGGRAPH, 1984

*“The first radiosity paper, with the real physical Cornell box (which I’ve actually have seen in real life!)”**Pyramidal Parametrics*, Lance Williams, proceedings of SIGGRAPH, 1983*Rendering synthetic objects into real scenes: bridging traditional and image-based graphics with global illumination and high dynamic range photography*, Paul Debevec, proceedings of SIGGRAPH 2008

*“Influence on gfx proportional to title length!”**A parallel algorithm for polygon rasterization*, Juan Pineda, proceedings of SIGGRAPH, 1988*Rendering from compressed textures*, Beers et al., proceedings of SIGGRAPH 1996

*“This one (out of 3) of the 1st texture compression papers ever! Uses VQ so probably not something you want today, but major eye opener!”**A general version of Crow’s shadow volumes*, P. Bergeron, IEEE Computer Graphics and Applications, 1986

*“Generalized SV. Nice trick”**Reality engine graphics*, Kurt Akeley, proceedings of SIGGRAPH 1993

*“Paper describes MSAA, guard bands, etc etc”**The design and analysis of a cache architecture for texture mapping*, Hakura and Gupta, proceedings of ISCA 1997

*“Classic texture $ paper!”**Deep shadow maps*, Lokovic and Veach, proceedings of SIGGRAPH 2000

*“Lots of inspiration here!”**The Reyes image rendering architecture*, Cook et al., proceedings of SIGGRAPH 1987

*“Sooo good & mega-influential!”*-
*A practical model for subsurface light transport*, Jensen et al., proceedings of SIGGRAPH 2001 *Casting curved shadows on curved surfaces*, Lance Williams, proceedings of SIGGRAPH 1978

*“*the* shadow map paper!”**On the design of display processors*, Myer and Sutherland, Communications of the ACM 1968

*“Wheel of reincarnation”**Ray tracing Jell-O brand gelatin*, Paul S. Heckbert, Communications of the ACM 1988*Talisman: Commodity realtime 3D graphics for the PC*, Torborg and Kajiya, Proceedings of SIGGRAPH 1996*A Frequency Analysis of Light Transport*, Durand et al., Proceedings of SIGGRAPH 2005

*“Very influential!!”**An Ambient Light Illumination Mode*(behind a paywall), S. Zhukov, A. Iones, G. Kronin, Eurographics 1998

*“First paper on ambient occlusion, AFAIK. Not that old…”*