[1] Zara et al.: Moderni pocitacova grafika, Computer Press, 2004 [2] Moller, Haines, Hoffman: Real-TimeRendering, A K Peters, 2008 [3] Hughes et al.: Computer Graphics, Principles and Practice, Addison-Wesley, 2013 [4] Lengyel: Mathematics for 3D Game Programming and Computer Graphics, Course Technology, 2012 [5] Pharr, Humphreys: Physically Based Rendering, Morgan Kaufmann, 2010 [6] Buss: 3-D Computer Grahics - A Mathematical Introduction with OpenGL, Cambridge, 2003 [7] Shirley, Marschner: Fundamentals of Computer Graphics Third Edition, 2009 Lesson 02 ========= Basic Radiometric Quantities: [1] p 320-325 [2] p 202-208 [3] p 700-702 Light sources: [1] p 336-337 [2] p 217-221 [4] p 158-160 Lesson 03 ========= Bidirectional Reflectance Distribution Function, Reflection Equation: [1] p 325-332 [2] p 223-229 [3] p 702-706 [5] p 294-296, 430, 432-435, 439-440, 442-443 Lesson 04 ========= Phong Illumination Model, Phong and Gouraud Shading: [1] p 333-336, 339-342 [6] p 067-078 [7] p 082-084, 236-239 Lesson 05 ========= Ray tracing, Ray Intersection with Objects: [1] p 431-442 [2] p 725-734, 738-753 [4] p 141-148 [6] p 233-244, 257-271 Lesson 06 ========= Distributed Ray Tracing, Acceleration Methods for Ray Tracing: [1] p 436-441, 401-409 [2] p 647-656 [6] p 244-249 [7] p 309-316, 278-295 Lesson 07 ========= Monte Carlo Methods: [1] p 420-421 [3] p 801-811, 815-820 [5] p 637-647, 650-652 [7] p 322-333 Lesson 08 ========= (Multiple) Importance Sampling: [1] --------- [3] p 851-854, 868-870 [5] p 679-693 Lesson 09 ========= Rendering Equation, Path Tracing, Bidirectional Path Tracing: [1] p 414-416, 423-429, 430-431 [3] p 783-787, 789-792 [5] p 751-765, 770-771 [7] p 627-631 Lesson 10 ========= Radiosity: [1] p 442-455 [2] p 408-412 [3] p 838-843 [6] p 272-282, 285-288 Lesson 11 ========= Textures: [1] p 379-396 [2] p 147-156, 161-166, 168-170, 178-180, 183-190 [3] p 547-564 [7] p 243-259 Lesson 12 ========= Shadows: [1] p 366-378 [2] p 331-360