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thebook.bib
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%% This BibTeX bibliography file was created using BibDesk.
%% https://bibdesk.sourceforge.io/
%% Created for Elvis Qin at 2018-08-09 19:00:44 +0800
%% Saved with string encoding Unicode (UTF-8)
@article{a:ThePowerPCCompilerWritersGuide,
Author = {IBM},
Date-Added = {2018-08-09 10:07:47 +0000},
Date-Modified = {2018-08-09 10:09:13 +0000},
Title = {The PowerPC Compiler Writer's Guide},
Year = {1996}}
@misc{m:MMLT,
Author = {Toshiya Hachisuka},
Date-Added = {2018-05-30 07:07:34 +0000},
Date-Modified = {2018-05-30 07:08:34 +0000},
Howpublished = {\url{http://www.ci.i.u-tokyo.ac.jp/~hachisuka/smallmmlt.cpp}},
Title = {MMLT},
Year = {2008}}
@misc{m:SmallVCM,
Author = {Iliyan Georgiev and Jaroslav Krivanek and Tomas Davidovic and Philipp Slusallek},
Date-Added = {2018-05-28 11:32:59 +0000},
Date-Modified = {2018-05-28 11:34:46 +0000},
Howpublished = {\url{https://github.com/SmallVCM/SmallVCM}},
Title = {SmallVCM},
Year = {2012}}
@article{a:DiffuseReflectionofLightfromaMatteSurface,
Author = {Eugene M Berry},
Date-Added = {2018-05-01 14:15:03 +0000},
Date-Modified = {2018-05-01 14:15:51 +0000},
Journal = {Journal of the Optical Society of America},
Title = {Diffuse Reflection of Light from a Matte Surface},
Year = {1923}}
@misc{m:PhysicallyBasedMaterials,
Author = {{Unreal Engine 4}},
Date-Added = {2018-05-01 11:44:58 +0000},
Date-Modified = {2018-05-01 11:45:30 +0000},
Howpublished = {\url{https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/PhysicallyBased}},
Title = {Physically Based Materials},
Year = {2018}}
@misc{m:CoverageSamplingAntialiasing,
Author = {Peter Young},
Date-Added = {2018-05-01 11:36:28 +0000},
Date-Modified = {2018-05-01 11:39:55 +0000},
Howpublished = {\url{http://www.nvidia.com/object/coverage-sampled-aa.html}},
Title = {Coverage Sampling Antialiasing},
Year = {2006}}
@misc{m:ApplyingSamplingTheorytoReal-TimeGraphics,
Author = {Matt Pettineo},
Date-Added = {2018-05-01 09:08:48 +0000},
Date-Modified = {2018-05-01 09:13:16 +0000},
Howpublished = {\url{https://mynameismjp.wordpress.com/2012/10/21/applying-sampling-theory-to-real-time-graphics/}},
Title = {Applying Sampling Theory to Real-Time Graphics},
Year = {2012}}
@article{a:GlobalIlluminationandAllThat,
Author = {Per H. Christensen},
Date-Added = {2018-04-30 03:22:07 +0000},
Date-Modified = {2018-04-30 03:23:01 +0000},
Journal = {RenderMan, Theory and Practice. SIGGRAPH 2003 Course Note},
Title = {Global Illumination and All That},
Year = {2003}}
@article{a:AData-DrivenReflectanceModel,
Author = {Wojciech Matusik and Hanspeter Pfister and Matt Brand and Leonard McMillan},
Date-Added = {2018-04-30 02:07:17 +0000},
Date-Modified = {2018-04-30 02:08:09 +0000},
Journal = {ACM Transactions on Graphics},
Title = {A Data-Driven Reflectance Model},
Year = {2003}}
@misc{m:BRDFExplorer,
Author = {Disney},
Date-Added = {2018-04-30 01:59:57 +0000},
Date-Modified = {2018-04-30 02:00:29 +0000},
Howpublished = {\url{https://www.disneyanimation.com/technology/brdf.html}},
Title = {BRDF Explorer},
Year = {2018}}
@misc{m:IESLightProfiles,
Author = {{Unreal Engine 4}},
Date-Added = {2018-04-29 14:54:28 +0000},
Date-Modified = {2018-04-29 14:55:22 +0000},
Howpublished = {\url{https://docs.unrealengine.com/en-us/Engine/Rendering/LightingAndShadows/IESLightProfiles}},
Title = {IES Light Profiles},
Year = {2018}}
@article{a:Thelumigraph,
Author = {Gortler, Steven J and Radek Grzeszczuk and Richard Szeliski and Michael F. Cohen},
Date-Added = {2018-04-27 15:14:18 +0000},
Date-Modified = {2018-04-27 15:15:45 +0000},
Journal = {Proceedings of the 23rd annual conference on computer graphics and interactive techniques (SIGGRAPH 1996)},
Title = {The lumigraph},
Year = {1996}}
@article{a:LightFieldRendering,
Author = {Marc Levoy and Pat Hanrahan},
Date-Added = {2018-04-27 15:12:17 +0000},
Date-Modified = {2018-04-27 15:12:50 +0000},
Journal = {Proc. ACM SIGGRAPH '96},
Title = {Light Field Rendering},
Year = {1996}}
@misc{m:Reflectionprobes,
Author = {Unity},
Date-Added = {2018-04-27 14:00:29 +0000},
Date-Modified = {2018-04-27 14:00:55 +0000},
Howpublished = {\url{https://docs.unity3d.com/Manual/ReflectionProbes.html}},
Title = {Reflection probes},
Year = {2018}}
@misc{m:ReflectionEnvironment,
Author = {{Unreal Engine 4}},
Date-Added = {2018-04-27 13:58:41 +0000},
Date-Modified = {2018-04-27 13:59:37 +0000},
Howpublished = {\url{https://docs.unrealengine.com/en-us/Engine/Rendering/LightingAndShadows/ReflectionEnvironment}},
Title = {Reflection Environment},
Year = {2018}}
@article{a:VarianceShadowMaps,
Author = {William Donnelly and Andrew Lauritzen},
Date-Added = {2018-04-27 07:31:13 +0000},
Date-Modified = {2018-04-27 07:32:38 +0000},
Journal = {Proceedings of the 2006 Symposium On Interactive 3D Graphics and Games},
Title = {Variance Shadow Maps},
Year = {2006}}
@article{a:LightProbeSelectionAlgorithmsforReal-TimeRenderingofLightFields,
Author = {Samuel Donow},
Date-Added = {2018-04-26 01:14:40 +0000},
Date-Modified = {2018-04-26 01:15:34 +0000},
Title = {Light Probe Selection Algorithms for Real-Time Rendering of Light Fields},
Year = {2016}}
@misc{m:LightProbes,
Author = {Unity},
Date-Added = {2018-04-26 01:11:37 +0000},
Date-Modified = {2018-04-26 01:12:38 +0000},
Howpublished = {\url{https://docs.unity3d.com/Manual/LightProbes.html}},
Title = {Light Probes},
Year = {2017}}
@misc{m:VolumetricLightmaps,
Author = {{Unreal Engine 4}},
Date-Added = {2018-04-26 01:09:47 +0000},
Date-Modified = {2018-04-26 01:10:30 +0000},
Howpublished = {\url{https://docs.unrealengine.com/en-us/Engine/Rendering/LightingAndShadows/VolumetricLightmaps}},
Title = {Volumetric Lightmaps},
Year = {2018}}
@article{a:Lightprobeinterpolationusingtetrahedraltessellations,
Author = {Robert Cupisz},
Date-Added = {2018-04-26 01:08:05 +0000},
Date-Modified = {2018-04-26 01:08:56 +0000},
Journal = {Game Developers Conference 2012},
Title = {Light probe interpolation using tetrahedral tessellations},
Year = {2012}}
@article{a:Real-TimeGlobalIlluminationusingPrecomputedLightFieldProbes,
Author = {Morgan McGuire and Mike Mara and Derek Nowrouzezahrai and David Luebke},
Date-Added = {2018-04-26 01:04:25 +0000},
Date-Modified = {2018-04-26 01:07:25 +0000},
Journal = {Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games},
Title = {Real-Time Global Illumination using Precomputed Light Field Probes},
Year = {2017}}
@article{a:VolumetricGlobalIlluminationAtTreyarch,
Author = {JT Hooker},
Date-Added = {2018-04-26 01:02:17 +0000},
Date-Modified = {2018-04-26 01:03:23 +0000},
Journal = {Advances in Real-Time Rendering course, SIGGRAPH 2016},
Title = {Volumetric Global Illumination At Treyarch},
Year = {2016}}
@article{a:RenderinginCars2,
Author = {Chris Hall and Rob Hall and Dave Edwards},
Date-Added = {2018-04-26 01:00:04 +0000},
Date-Modified = {2018-04-26 01:00:49 +0000},
Journal = {SIGGRAPH2011},
Title = {Rendering in Cars 2},
Year = {2011}}
@article{a:IrradianceVolumesforGames,
Author = {Natalya Tatarchuk},
Date-Added = {2018-04-26 00:57:54 +0000},
Date-Modified = {2018-04-26 00:59:19 +0000},
Journal = {Game Developers Conference Europe},
Title = {Irradiance Volumes for Games},
Year = {2005}}
@article{a:TheIrradianceVolume,
Author = {Gene Greger and Peter Shirley and Philip M. Hubbard and Donald P. Greenberg},
Date-Added = {2018-04-26 00:53:49 +0000},
Date-Modified = {2018-04-26 00:57:16 +0000},
Journal = {IEEE Computer Graphics and Applications},
Title = {The Irradiance Volume},
Year = {1998}}
@book{b:pbrt2,
Author = {Matt Pharr and Greg Humphreys},
Date-Added = {2018-04-22 02:13:29 +0000},
Date-Modified = {2018-04-22 02:13:54 +0000},
Edition = {Second Edition},
Publisher = {Elsevier},
Title = {Physically Based Rendering: From the Theory to Implementation},
Year = {2010}}
@article{a:PrecomputedLightinginCallofDuty,
Author = {Micha{\l} Iwanicki and Peter-Pike Sloan},
Date-Added = {2018-04-21 07:53:48 +0000},
Date-Modified = {2018-04-21 07:55:32 +0000},
Journal = {Advances in Real-Time Rendering, SIGGRAPH 2017},
Title = {Precomputed Lighting in Call of Duty},
Year = {2017}}
@misc{m:LightmassGlobalIllumination,
Author = {{Unreal Engine 4}},
Date-Added = {2018-04-21 07:52:32 +0000},
Date-Modified = {2018-04-21 08:59:18 +0000},
Howpublished = {\url{https://docs.unrealengine.com/en-us/Engine/Rendering/LightingAndShadows/Lightmass}},
Journal = {Unreal Engine 4 Documentation},
Title = {Lightmass Global Illumination},
Year = {2018}}
@misc{m:LightmappingQuickstart,
Author = {Unity},
Date-Added = {2018-04-21 07:50:22 +0000},
Date-Modified = {2018-04-21 07:51:10 +0000},
Howpublished = {\url{https://docs.unity3d.com/Manual/Lightmapping.html}},
Title = {Lightmapping Quickstart},
Year = {2017}}
@article{a:QuakesLightingModel:SurfaceCaching,
Author = {Michael Abrash},
Date-Added = {2018-04-21 06:07:55 +0000},
Date-Modified = {2018-04-21 06:27:41 +0000},
Journal = {www.bluesnews.com},
Title = {Quake's Lighting Model: Surface Caching},
Year = {1997}}
@article{a:PrecomputedRadianceTransfer:TheoryandPractice,
Author = {Peter-Pike Sloan and Jaakko Lehtinen and Jan Kautz},
Date-Added = {2018-04-17 03:09:59 +0000},
Date-Modified = {2018-04-17 03:10:49 +0000},
Journal = {SIGGRAPH 2005},
Title = {Precomputed Radiance Transfer: Theory and Practice},
Year = {2005}}
@article{a:OnthelimitedmemoryBFGSmethodforlargescaleoptimization,
Author = {Liu D, C and Nocedal, J},
Date-Added = {2018-04-16 08:04:41 +0000},
Date-Modified = {2018-04-16 08:05:40 +0000},
Journal = {Math. Program. 45, 3 (1989), 503--528. 6},
Title = {On the limited memory BFGS method for large scale optimization},
Year = {1989}}
@article{a:Fastthird-ordertexturefiltering,
Author = {Sigg, C and Hadwiger, M},
Date-Added = {2018-04-15 12:09:38 +0000},
Date-Modified = {2018-04-15 12:10:26 +0000},
Journal = {In GPU Gems 2, Pharr M., (Ed.). Addison-Wesley, 2005, pp. 313--329},
Title = {Fast third-order texture filtering},
Year = {2005}}
@article{a:Apracticalguidetosplines;rev.ed,
Author = {De Boor, C},
Date-Added = {2018-04-15 11:44:59 +0000},
Date-Modified = {2018-04-15 11:45:40 +0000},
Journal = {Applied mathematical sciences. Springer, Berlin, 2001},
Title = {A practical guide to splines; rev. ed},
Year = {2001}}
@article{a:Cardinality-constrainedtexturefiltering,
Author = {Manson, J and Schaefer, S},
Date-Added = {2018-04-15 04:51:02 +0000},
Date-Modified = {2018-04-15 04:52:19 +0000},
Journal = {ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH)},
Title = {Cardinality-constrained texture filtering},
Year = {2013}}
@article{a:Gettingmorephysicalincallofduty:Blackopsii,
Author = {Lazarov, D},
Date-Added = {2018-04-14 10:53:23 +0000},
Date-Modified = {2018-04-14 10:53:56 +0000},
Journal = {In SIGGRAPH Course Notes: Physically Based Shading in Theory and Practice (2013)},
Title = {Getting more physical in call of duty: Black ops ii},
Year = {2013}}
@article{a:Physically-basedlightingincallofduty:Black,
Author = {Lazarov, D},
Date-Added = {2018-04-14 10:51:27 +0000},
Date-Modified = {2018-04-14 10:52:49 +0000},
Journal = {In SIGGRAPH Course Notes: Advances in Real-Time Rendering in 3D Graphics and Games (2011)},
Title = {Physically-based lighting in call of duty: Black},
Year = {2011}}
@article{a:Real-timeShadingwithFilteredImportanceSampling,
Author = {Jaroslav K{\v r}ivanek and Mark Colbert},
Date-Added = {2018-04-14 07:55:41 +0000},
Date-Modified = {2018-04-14 07:58:02 +0000},
Journal = {Eurographics Symposium on Rendering 2008},
Title = {Real-time Shading with Filtered Importance Sampling},
Year = {2008}}
@misc{a:Implementingfastraytracedsoftshadowsinagameengine,
Author = {Voica, A},
Date-Added = {2018-04-13 13:06:49 +0000},
Date-Modified = {2018-04-13 13:07:32 +0000},
Howpublished = {\url{https://www.imgtec.com/blog/ implementing-fast-ray-traced-soft-shadows-in-a-game-engine/}},
Title = {Implementing fast, ray traced soft shadows in a game engine},
Year = {2015}}
@misc{m:Cascadedshadowmaps,
Author = {Microsoft},
Date-Added = {2018-04-13 12:56:33 +0000},
Date-Modified = {2018-04-13 12:58:37 +0000},
Howpublished = {\url{https://msdn.microsoft.com/en-us/ library/windows/desktop/ee416307(v=vs.85).aspx}},
Title = {Cascaded shadow maps}}
@article{a:Adaptivedepthbiasforshadowmaps,
Author = {Dou, H and Yan, Y and Kerzner, E and Dai, Z and Wyman, C},
Date-Added = {2018-04-13 12:36:35 +0000},
Date-Modified = {2018-04-13 12:37:26 +0000},
Journal = {Journal of Computer Graphics Techniques Vol. 3, No. 4},
Title = {Adaptive depth bias for shadow maps},
Year = {2014}}
@article{a:Eliminatesurfaceacnewithgradientshadowmapping,
Author = {Christian Sch{\"u}ler},
Date-Added = {2018-04-13 12:34:49 +0000},
Date-Modified = {2018-04-13 12:35:51 +0000},
Journal = {ShaderX4 Advanced Rendering Techniques},
Title = {Eliminate surface acne with gradient shadow mapping},
Year = {2005}}
@article{a:Geometricpropertyestimationfrom3drangedatapointsaidedbylocalquadricsurfacefitting,
Author = {Li, X},
Date-Added = {2018-04-13 10:39:22 +0000},
Date-Modified = {2018-04-13 10:40:00 +0000},
Journal = {Ninth International Conference on Computer Aided Design and Computer Graphics (CAD-CG'05)(CAD- CG)},
Title = {Geometric property estimation from 3d range data points aided by local quadric surface fitting},
Year = {2005}}
@article{a:Incrementalraycastingofpiecewisequadraticsurfacesonthegpu,
Author = {Stoll, C and Gumhold, S and Seidel, H.-P},
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Date-Added = {2018-04-11 13:32:49 +0000},
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Date-Added = {2018-04-11 04:35:14 +0000},
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Date-Added = {2018-04-11 04:33:16 +0000},
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Date-Added = {2018-01-04 09:04:52 +0000},
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Date-Added = {2018-01-04 03:50:16 +0000},
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Date-Added = {2018-01-03 12:27:31 +0000},
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Date-Added = {2018-01-03 08:56:53 +0000},
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Date-Added = {2017-11-03 14:14:29 +0000},
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Date-Added = {2017-11-03 00:44:44 +0000},
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Date-Added = {2017-10-21 04:16:23 +0000},
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@article{a:ImportanceCachingforComplexIllumination,
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Date-Modified = {2017-10-21 02:44:41 +0000},
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@article{a:SimpleandRobustIterativeImportanceSamplingofVirtualPointLights,
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Date-Added = {2017-10-21 02:39:20 +0000},
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Date-Added = {2017-10-11 01:55:45 +0000},
Date-Modified = {2017-10-11 01:58:19 +0000},
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Title = {Real-time Indirect Illumination with Clustered Visibility},
Year = {2009}}
@article{a:ModifiedfilteredimportancesamplingforvirtualsphericalGaussianlights,
Author = {Yusuke Tokuyoshi},
Date-Added = {2017-10-11 01:54:32 +0000},
Date-Modified = {2017-10-11 01:55:06 +0000},
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Title = {Modified filtered importance sampling for virtual spherical Gaussian lights},
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@article{a:VirtualSphericalGaussianLightsforRealtimeGlossyIndirectIllumination,
Author = {Yusuke Tokuyoshi},
Date-Added = {2017-10-11 01:53:19 +0000},
Date-Modified = {2017-10-11 01:54:03 +0000},
Journal = {Pacific Graphics},
Title = {Virtual Spherical Gaussian Lights for Real-time Glossy Indirect Illumination},
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Author = {Jan Nov\'{a}k and Derek Nowrouzezahrai and Carsten Dachsbacher and Wojciech Jarosz},
Date-Added = {2017-10-11 01:51:57 +0000},
Date-Modified = {2017-10-11 01:52:44 +0000},
Journal = {Eurographics Symposium on Rendering 2012},
Title = {Progressive Virtual Beam Lights},
Year = {2012}}
@article{a:VirtualRayLightsforRenderingSceneswithParticipatingMedia,
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Date-Modified = {2017-10-11 01:51:32 +0000},
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Title = {Virtual Ray Lights for Rendering Scenes with Participating Media},
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@article{a:IlluminationinthePresenceofWeakSingularities,
Author = {Thomas Kollig and Alexander Keller},
Date-Added = {2017-10-08 10:16:47 +0000},
Date-Modified = {2017-10-08 10:20:37 +0000},
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Title = {Illumination in the Presence of Weak Singularities},
Year = {2004}}
@misc{u:VirtualPointLightBiasCompensation,
Author = {Simon},
Date-Added = {2017-10-08 03:10:00 +0000},
Date-Modified = {2017-10-08 04:24:08 +0000},
Howpublished = {\url{http://sjbrown.co.uk/2011/05/09/virtual-point-light-bias-compensation}},
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@article{a:Combiningglobalandlocalvirtuallightsfordetailedglossyillumination,
Author = {Davidovi\v{c}, Tom\'{a}\v{s} and K\v{r}iv\'{a}nek, Jaroslav and Ha\v{s}an, Milo\v{s} and Slusallek, Philipp and Bala, Kavita},
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@article{a:ApproximateBiasCompensationforRenderingSceneswithHeterogeneousParticipatingMedia,
Author = {Thomas Engelhardt and Jan Nov\'{a}k and Thorsten-W. Schmidt and Carsten Dachsbacher},
Date-Added = {2017-10-02 05:52:05 +0000},
Date-Modified = {2017-10-02 05:52:49 +0000},
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Date-Added = {2017-10-01 08:08:24 +0000},
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Date-Added = {2017-10-01 08:03:31 +0000},
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Date-Added = {2017-10-01 07:38:48 +0000},
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Date-Added = {2017-09-19 06:31:44 +0000},
Date-Modified = {2017-09-19 06:35:08 +0000},
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Date-Added = {2017-09-17 15:02:49 +0000},
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Date-Added = {2017-09-17 10:02:47 +0000},
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Date-Added = {2017-09-16 03:38:29 +0000},
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Date-Added = {2017-09-16 03:11:14 +0000},
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Date-Added = {2017-09-16 03:08:02 +0000},
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Date-Added = {2017-09-14 17:09:47 +0000},
Date-Modified = {2017-09-14 17:13:54 +0000},
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Date-Added = {2017-09-14 17:03:54 +0000},
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Date-Added = {2017-09-14 06:46:09 +0000},
Date-Modified = {2017-09-14 06:49:08 +0000},
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@article{a:FastandAccurateHierarchicalRadiosityUsingGlobalVisibility,