The Scienes Behind Unity

Hallo everyone,

I wondering if you could refer me to papers behind the implementation of certain algorithms and techniques in Unity. I’m not sure if this is publicly available knowledge, but it would be great to read papers which depict not only the general algorithm, but also the algorithm as implemented in Unity. For instance I would be interested to read the paper(s) behind

  • Occlusion Culling
  • Frustum Culling
  • Lightmapping (Single, Dual and Directional)
  • the Terrain module
  • DX11 Tesselation
  • Shadows
  • SSAO and Screen Space Ambient Obscurance
  • Deferred and Forward Lighting

Would be awesome if you guys could contribute one or the other paper :slight_smile:

Thanks a lot! :slight_smile:

Sean

Most of these algorithms will be published in Siggraph (Proceedings of the ACM Special Interest Group in Graphics). And I always think that:

is a good description of tessellating triangular mesh models. :wink:

Yikes! :smiley: I always hated reading patents with a passion, but thanks a lot anyways!

What do you mean by “will be published”? Haven’t they been published yet?

Is there any paper you can link me to directly?

Search for:

GPU Gems
Game Programming Gems

David Eberly Geometric Tools (a real gem)

And if you want some decent books:

Real-Time Rendering

Ray Tracing from the Ground Up

Physically Based Rendering

I’d also like to recommend searching the various Universities:

Stanford
http://www.graphics.stanford.edu/projects/rendering/

UC Davis (can’t find the link now)

University of Utah
http://www.cs.utah.edu/research/areas/graphics/

University of North Carolina, at Chapel Hill
http://www.cs.unc.edu/cms/research/research-areas/computer-graphics

And just in case you don’t make it to NVidia

First of all, thanks everyone for contributing so far! I really appreciate your help.
I think there is a slight misunderstanding though. I do not really need links to general computer graphics resources. I am well equipped with these and I pretty much know all the resources you guys gave me. I had actually hoped for links to papers which depict algorithms the way they are implemented in Unity.

If I were to go to one of the linked resources and type in e.g. “Occlusion Culling” or “SSAO” I still didn’t know which of the found papers is the one that Unity chose as reference for their implementation.

Anyhow, maybe some of you know more details. That would be a tremendous help for me as I want to include these papers in my thesis.
Thanks! :slight_smile:

Sorry. . .I understand now :smile: That I can’t help with.

Anyone? :slight_smile: