


default search action
I3D 2014: San Francisco, CA, USA
- John Keyser, Pedro V. Sander:
Symposium on Interactive 3D Graphics and Games, I3D '14, San Francisco, CA, USA - March 14-16, 2014. ACM 2014, ISBN 978-1-4503-2717-6
Mechanics and characters
- Sheldon Andrews, Marek Teichmann, Paul G. Kry
:
FORK-1S: interactive compliant mechanisms with parallel state computation. 7-14 - Sara C. Schvartzman, Miguel A. Otaduy
:
Fracture animation based on high-dimensional Voronoi diagrams. 15-22 - Yu Wang, Mubbasir Kapadia, Pengfei Huang, Ladislav Kavan, Norman I. Badler:
Sound localization and multi-modal steering for autonomous virtual agents. 23-30 - Aline Normoyle, Maxim Likhachev, Alla Safonova:
Stochastic activity authoring with direct user control. 31-38
Geometric algorithms
- Sai-Keung Wong, Wen-Chieh Lin, Yu-Shuen Wang, Chun-Hung Hung, Yi-Jheng Huang:
Dynamic radial view based culling for continuous self-collision detection. 39-46 - Thanh-Tung Cao, Ashwin Nanjappa, Mingcen Gao, Tiow Seng Tan:
A GPU accelerated algorithm for 3D Delaunay triangulation. 47-54 - Tat-Jun Chin, Álvaro Parra Bustos
, Michael S. Brown, David Suter
:
Fast rotation search for real-time interactive point cloud registration. 55-62
Modeling and computation
- Xuan Yu, Zhan Yu, Xiaogang Chen, Jingyi Yu:
A hybrid image-CAD based system for modeling realistic hairstyles. 63-70
Global illumination
- Oliver Klehm, Hans-Peter Seidel, Elmar Eisemann:
Prefiltered single scattering. 71-78 - Oliver Nalbach
, Tobias Ritschel, Hans-Peter Seidel:
Deep screen space. 79-86
Shadows
- Ola Olsson, Erik Sintorn, Viktor Kämpe, Markus Billeter
, Ulf Assarsson:
Efficient virtual shadow maps for many lights. 87-96 - Hang Dou, Yajie Yan, Ethan Kerzner, Zeng Dai, Chris Wyman
:
Adaptive depth bias for shadow maps. 97-102 - Pascal Lecocq, Jean-Eudes Marvie, Gaël Sourimant, Pascal Gautron:
Sub-pixel shadow mapping. 103-110 - Erik Sintorn, Viktor Kämpe, Ola Olsson, Ulf Assarsson:
Per-triangle shadow volumes using a view-sample cluster hierarchy. 111-118
Textures and measurement
- Wesley Griffin, Marc Olano:
Objective image quality assessment of texture compression. 119-126 - Pavel Krajcevski, Dinesh Manocha:
Real-time low-frequency signal modulated texture compression using intensity dilation. 127-134
Illustration and transparency
- Long Zhang, Qian Sun, Ying He
:
Splatting lines: an efficient method for illustrating 3D surfaces and volumes. 135-142 - Andreas Vasilakis
, Ioannis Fudos:
k+-buffer: fragment synchronized k-buffer. 143-150 - Marco Salvi, Karthik Vaidyanathan:
Multi-layer alpha blending. 151-158
Poster abstracts
- Zonghui Li, Tong Wang
, Yangdong Deng:
Fully parallel kd-tree construction for real-time ray tracing. 159 - Chen Wei, James E. Gain, Patrick C. Marais:
Interactive 3D cloud modelling with a brush painting interface. 160 - Myung-Bae Son, Sung-Eui Yoon:
Out-of-core ray batching on a commodity cluster. 161 - Vladimir Bondarev:
Shadow map silhouette revectorization. 162 - Songgang Xu, John Keyser:
Texture mapping for 3D painting using geodesic distance. 163

manage site settings
To protect your privacy, all features that rely on external API calls from your browser are turned off by default. You need to opt-in for them to become active. All settings here will be stored as cookies with your web browser. For more information see our F.A.Q.