B. J. , K. K. And, and S. I. , Stochastic Local Search for BRDF Parameterization, 2003.

[. Cohen, F. Decaudin, P. And-neyret, and F. , GPU-based lighting and shadowing of complex natural scenes, ACM SIGGRAPH 2004 Posters on , SIGGRAPH '04, 2004.
DOI : 10.1145/1186415.1186523

URL : https://hal.archives-ouvertes.fr/inria-00537461

[. Crow and F. C. , Shadow algorithms for computer graphics, Proceedings of the 4th annual conference on Computer graphics and interactive techniques, pp.242-248, 1977.
DOI : 10.1145/563858.563901

URL : http://citeseerx.ist.psu.edu/viewdoc/summary?doi=

[. Decaudin, P. And-neyret, and F. , Rendering forest scenes in real-time, Eurographics Symposium on Rendering, 2004.
URL : https://hal.archives-ouvertes.fr/inria-00537458

[. Fernando, R. Fernandez, S. Bala, K. And-greenberg, and D. P. , Adaptive shadow maps, Proceedings of the 28th annual conference on Computer graphics and interactive techniques , SIGGRAPH '01, pp.387-390, 2001.
DOI : 10.1145/383259.383302

[. Fournier and A. , Filtering normal maps and creating multiple surfaces, 1992.

H. Gouraud, Continuous Shading of Curved Surfaces, IEEE Transactions on Computers, vol.20, issue.6, pp.623-629, 1971.
DOI : 10.1109/T-C.1971.223313

H. E. Möller-t and . T. And-akenine-moller, Real-Time Rendering, 2003.

[. Hoeidmann and T. , Real shadows, real time, pp.28-31, 1991.

J. S. And and U. S. , Leaf optical properties: A state of the art, Proc. 8th Int. Symp. Physical Measurements & Signatures in Remote Sensing, pp.8-12, 2001.

[. , E. P. Foo, S. Torrance, K. E. And-greenberg, and D. P. , Non-linear approximation of reflectance functions, Proc. of SIGGRAPH 97, 1997.

M. , P. W. And-shirley, and P. , Visual navigation of large environments using textured clusters, Proceedings of the 1995 symposium on Interactive 3D graphics, p.95, 1995.

[. Mcallister, D. K. Lastra, A. And-heidrich, and W. , Efficient rendering of spatial bi-directional reflectance distribution functions, Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware, Eurographics Association, pp.79-88, 2002.

[. Mccool and M. D. , Shadow volume reconstruction from depth maps, ACM Transactions on Graphics, vol.19, issue.1, pp.1-26, 2000.
DOI : 10.1145/343002.343006

. A. Meyer, . Neyret-f, and P. And-poulin, Interactive Rendering of Trees with Shading and Shadows, Eurographics Workshop on Rendering, 2001.
DOI : 10.1007/978-3-7091-6242-2_17

URL : https://hal.archives-ouvertes.fr/inria-00537504

[. Meyer, A. And-neyret, and F. , Interactive Volumetric Textures, Eurographics Rendering Workshop, pp.157-168, 1998.
DOI : 10.1007/978-3-7091-6453-2_15

URL : https://hal.archives-ouvertes.fr/inria-00537518

[. , F. And-cani, and M. , Pattern-based texturing revisited, SIGGRAPH'99 Conference Proceedings, pp.235-242, 1999.

H. Nguyen, Casting Shadows on Volumes, Game Developer, vol.6, issue.3, pp.44-53, 1999.

P. , H. Zwicker, M. Van-baar, J. And, and M. Gross, Technical Brief: UltraShadow Technology, www.nvidia.com/object/LO_20030508_6927.html Surfels: Surface elements as rendering primitives, Proceedings of SIGGRAPH'00, pp.335-342, 2000.

]. Reev85, W. T. Reeves, and R. And-blau, Approximate and probabilistic algorithms for shading and rendering structured particle systems, Proceedings of the 12th annual conference on Computer graphics and interactive techniques, pp.313-322, 1985.

[. Schlick and C. , An Inexpensive BRDF Model for Physically-based Rendering, Computer Graphics Forum, vol.13, issue.3, pp.233-246, 1994.
DOI : 10.1111/1467-8659.1330233

URL : http://citeseerx.ist.psu.edu/viewdoc/summary?doi=

[. Sloan, P. And-cohen, and M. F. , Hardware accelerated horizon mapping, Rendering Techniques 2000: 11th Eurographics Workshop on Rendering, pp.281-286, 2000.

[. Stamminger, M. And-drettakis, and G. , Perspective shadow maps, Proceedings of ACM SIGGRAPH 2002, 2002.
DOI : 10.1145/566570.566616

URL : https://hal.archives-ouvertes.fr/inria-00606740

[. Tessman and T. , Casting shadows on flat surfaces, pp.16-19, 1989.

[. Wilson, O. Vangelder, A. And-wilhelms, and J. , Direct volume rendering via 3d textures, 1994.