ACM Symposium on Interactive 3D Graphics and Games, I3D 2017


Title/Authors Title Research Artifacts
[?] A research artifact is any by-product of a research project that is not directly included in the published research paper. In Computer Science research this is often source code and data sets, but it could also be media, documentation, inputs to proof assistants, shell-scripts to run experiments, etc.
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Real-time fiber-level cloth rendering

Kui Wu, Cem Yuksel

Real-time fiber-level cloth rendering

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ANEEME: interactive mesh cutting using 3D snakes for automatic skeletal rigging of scanned character models

Ryan Anthony J. de Belen, Maria Isabel S. Saludares, Rowel O. Atienza

ANEEME: interactive mesh cutting using 3D snakes for automatic skeletal rigging of scanned character models

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Responsive real-time grass rendering for general 3D scenes

Klemens Jahrmann, Michael Wimmer

Responsive real-time grass rendering for general 3D scenes

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Computing delaunay refinement using the GPU

Zhenghai Chen, Meng Qi, Tiow Seng Tan

Computing delaunay refinement using the GPU

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Compressing color data for voxelized surface geometry

Dan Dolonius, Erik Sintorn, Viktor Kämpe, Ulf Assarsson

Compressing color data for voxelized surface geometry

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Tiled light trees

Yuriy O'Donnell, Matthäus G. Chajdas

Tiled light trees

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Feature-based volumetric terrain generation

Michael Becher, Michael Krone, Guido Reina, Thomas Ertl

Feature-based volumetric terrain generation

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Sketch-based guided modeling of 3D buildings from oriented photos

Michael Schwärzler, Lisa-Maria Kellner, Stefan Maierhofer, Michael Wimmer

Sketch-based guided modeling of 3D buildings from oriented photos

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Towards imperceptible redirected walking: integrating a distractor into the immersive experience

Haiwei Chen, Henry Fuchs

Towards imperceptible redirected walking: integrating a distractor into the immersive experience

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Real-time high-quality surface rendering for large scale particle-based fluids

Xiangyun Xiao, Shuai Zhang, Xubo Yang

Real-time high-quality surface rendering for large scale particle-based fluids

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Scene-adaptive high dynamic range display for low latency augmented reality

Peter Lincoln, Alex Blate, Montek Singh, Andrei State, Mary C. Whitton, Turner Whitted, Henry Fuchs

Scene-adaptive high dynamic range display for low latency augmented reality

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Real-time procedural generation of a growing corn model

Kristine Faith J. Roque, Rowel O. Atienza

Real-time procedural generation of a growing corn model

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Animating escape maneuvers for a school of fish

Sahithi Podila, Ying Zhu

Animating escape maneuvers for a school of fish

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Interactive cage generation for mesh deformation

Binh Huy Le, Zhigang Deng

Interactive cage generation for mesh deformation

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Hashed alpha testing

Chris Wyman, Morgan McGuire

Hashed alpha testing

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How2Sketch: generating easy-to-follow tutorials for sketching 3D objects

James W. Hennessey, Han Liu, Holger Winnemöller, Mira Dontcheva, Niloy J. Mitra

How2Sketch: generating easy-to-follow tutorials for sketching 3D objects

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MPTC: video rendering for virtual screens using compressed textures

Srihari Pratapa, Pavel Krajcevski, Dinesh Manocha

MPTC: video rendering for virtual screens using compressed textures

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Real-time sound propagation hardware accelerator for immersive virtual reality 3D audio

Dukki Hong, Tae-Hyoung Lee, Yejong Joo, Woo-Chan Park

Real-time sound propagation hardware accelerator for immersive virtual reality 3D audio

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Path compression kd-trees with multi-layer parallel construction a case study on ray tracing

Zonghui Li, Yangdong Deng, Ming Gu

Path compression kd-trees with multi-layer parallel construction a case study on ray tracing

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Parallel continuous collision detection for high-performance GPU cluster

Peng Du, Elvis S. Liu, Toyotaro Suzumura

Parallel continuous collision detection for high-performance GPU cluster

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Real-time global illumination using precomputed light field probes

Morgan McGuire, Mike Mara, Derek Nowrouzezahrai, David Luebke

Real-time global illumination using precomputed light field probes

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Textured splat based rendering for stylized shading

Muhammad Arief, Hideki Todo, Koji Mikami, Kunio Kondo

Textured splat based rendering for stylized shading

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