


default search action
I3D 2017: San Francisco, CA, USA
- Stephen N. Spencer, Adam W. Bargteil, Kenny Mitchell:
Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2017, San Francisco, CA, USA, March 4-5, 2017. ACM 2017, ISBN 978-1-4503-4886-7
Tiling, probing, and culling
- Yuriy O'Donnell, Matthäus G. Chajdas
:
Tiled light trees. 1:1-1:7 - Morgan McGuire, Mike Mara, Derek Nowrouzezahrai, David Luebke:
Real-time global illumination using precomputed light field probes. 2:1-2:11
Deformations and collisions
- Binh Huy Le, Zhigang Deng
:
Interactive cage generation for mesh deformation. 3:1-3:9 - Peng Du, Elvis S. Liu, Toyotaro Suzumura:
Parallel continuous collision detection for high-performance GPU cluster. 4:1-4:7
Real-time rendering
- Kui Wu, Cem Yuksel
:
Real-time fiber-level cloth rendering. 5:1-5:8 - Klemens Jahrmann, Michael Wimmer:
Responsive real-time grass rendering for general 3D scenes. 6:1-6:10 - Chris Wyman
, Morgan McGuire:
Hashed alpha testing. 7:1-7:9
Sketch- and feature-based modeling
- James W. Hennessey, Han Liu
, Holger Winnemöller, Mira Dontcheva, Niloy J. Mitra:
How2Sketch: generating easy-to-follow tutorials for sketching 3D objects. 8:1-8:11 - Michael Schwärzler, Lisa-Maria Kellner, Stefan Maierhofer, Michael Wimmer:
Sketch-based guided modeling of 3D buildings from oriented photos. 9:1-9:8 - Michael Becher, Michael Krone
, Guido Reina, Thomas Ertl:
Feature-based volumetric terrain generation. 10:1-10:9
Triangulation, fluids, and volumes
- Zhenghai Chen, Meng Qi, Tiow Seng Tan:
Computing delaunay refinement using the GPU. 11:1-11:9 - Xiangyun Xiao, Shuai Zhang, Xubo Yang:
Real-time high-quality surface rendering for large scale particle-based fluids. 12:1-12:8
Compression and displays
- Dan Dolonius, Erik Sintorn, Viktor Kämpe, Ulf Assarsson:
Compressing color data for voxelized surface geometry. 13:1-13:10 - Srihari Pratapa, Pavel Krajcevski, Dinesh Manocha:
MPTC: video rendering for virtual screens using compressed textures. 14:1-14:9 - 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. 15:1-15:7
Ray tracing acceleration structures and kernels
- Zonghui Li, Yangdong Deng, Ming Gu:
Path compression kd-trees with multi-layer parallel construction a case study on ray tracing. 16:1-16:8
Poster abstracts
- 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. 17:1-17:2 - Sahithi Podila, Ying Zhu
:
Animating escape maneuvers for a school of fish. 18:1-18:2 - Kristine Faith J. Roque, Rowel O. Atienza:
Real-time procedural generation of a growing corn model. 19:1-19:2 - Dukki Hong, Tae-Hyoung Lee, Yejong Joo, Woo-Chan Park:
Real-time sound propagation hardware accelerator for immersive virtual reality 3D audio. 20:1-20:2 - Muhammad Arief, Hideki Todo, Koji Mikami
, Kunio Kondo:
Textured splat based rendering for stylized shading. 21:1-21:2 - Haiwei Chen, Henry Fuchs:
Towards imperceptible redirected walking: integrating a distractor into the immersive experience. 22:1-22:2

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.