Refraction
The basics of refraction (Snell's law) and how to implement refraction in a ray tracer.
Cube maps -- how they work and why they are used.
Methods for approximating and computing P2 (including multi-pass rendering)
Computing N2 on either the farthest surface or the first backfacing surface
Difficulties with Total Internal Reflection and Concavity
Analysis of the Interactive Refraction technique
Gamma-Ton
Basics of Photon Tracing - creating and rendering photon maps, monte carlo simulation, russian roulette
Surfel techniques -- resampling polygonal data and rendering
How different weathering effects are achieved with gamma-tons.
Tracing gamma-tons on non-linear paths
Rendering gamma-ton maps (including multi-texturing)
Analysis of the Gamma-Ton technique
Rigid as Possible
General ideas of Section 2.
Stages of the Rigid as Possible and technique and why they are necessary
Scale-free matching - including error metric and linear algebra
Computing fitted triangles
Generating final result - including error metric and linear algebra
General ideas of Sections 5.1 and 5.2.
Analysis of the Rigid as Possible Technique
Meshless Deformations
Explicit vs. Implicit Integration
Newton's Laws
Euler Integration and Stability
The Stable Integration Scheme (Section 3.4)
Handling collisions and gravity (note not covered in paper itself)
Rigid, linear, and quadratic shape matching
General idea of placticity and how it's different from elasticity
Analysis of the Meshless Deformation Technique