This is a dump of all the resources we used to get this thing up :)
- [1986-Kajiya] The Rendering Equation - (The main paper, gotta read it)
- [1996-Lafortune] Mathematical Models and Monte Carlo algorithms - (General Maths)
- [1996-Shirley] Monte Carlo Techniques for Direct Lighting Calculations - (Explicit Light Sampling)
- [1993-Lafortune] Bi-directional Path Tracing
- [1997-Veach] Robust MC methods for Light Transport Simulation - (Multiple Importance Sampling and BDPT)
- [1990-Arvo, Kirk] Particle transport for Image synthesis - (Russian Roulette logic)
- Physically based rendering from theory to Implementation (PBRT) - (For implementation and logic)
- [1994-Lafortune]-Using the modified Phong reflectance model for Physically based rendering
- [1986-Kajiya, Kay] Raytracing Complex Scenes
- [1987-Goldsmith, Salmon] Automatic creation of object hierarchies
- [1997-Moller,Trumbore] Fast Minimum Storage Ray-Triangle Intersection
- [2010- Erik Reinhard] High Dynamic Range Imaging Acquisition, Display, and Image-Based Lighting
- [2012-Naty Hoffman] Physics and math of shading
- [2014-Siggraph-Sebastian] - Moving Frostbite To PBR
- [2012-Burley] Physically Based Shading at Disney
- [2000- Ashikhmin, Shirley] An anisotropic Phong BRDF model
- [Andrea] Arbitrarily Layerd MicroFacet Surfaces
- PBRT
- Fundamentals of Computer Graphics - P. Shirley
- Essential Mathematics for games - Van Verth - (Camera and other basic Linear Algebra)