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I3D 2013: Orlando, FL, USA
- Meenakshisundaram Gopi, Sung-Eui Yoon, Stephen N. Spencer, Marc Olano, Miguel A. Otaduy:
Symposium on Interactive 3D Graphics and Games, I3D '13, Orlando, FL, USA, March 22-24, 2013. ACM 2013, ISBN 978-1-4503-1956-0
Animation and simulation
- Alexander Shoulson, Nathan Marshak, Mubbasir Kapadia, Norman I. Badler:
ADAPT: the agent development and prototyping testbed. 9-18 - Mubbasir Kapadia, I-Kao Chiang, Tiju Thomas, Norman I. Badler, Joseph T. Kider Jr.:
Efficient motion retrieval in large motion databases. 19-28 - Abhinav Golas, Rahul Narain, Ming C. Lin:
Hybrid long-range collision avoidance for crowd simulation. 29-36
Geometry representation
- Scott Nykl, Chad Mourning, David M. Chelberg:
Interactive mesostructures. 37-44 - Mingcen Gao, Thanh-Tung Cao, Tiow Seng Tan, Zhiyong Huang:
Flip-flop: convex hull construction via star-shaped polyhedron in 3D. 45-54
Global illumination - representation and rendering
- Yubo Zhang, Kwan-Liu Ma:
Fast global illumination for interactive volume visualization. 55-62 - Yu Sheng, Yulong Shi, Lili Wang, Srinivasa G. Narasimhan:
A practical analytic model for the radiosity of translucent scenes. 63-70 - Michael Mara, David P. Luebke, Morgan McGuire:
Toward practical real-time photon mapping: efficient GPU density estimation. 71-78
Shadows, transparency, and lights
- Michael Schwärzler, Christian Luksch, Daniel Scherzer, Michael Wimmer:
Fast percentage closer soft shadows using temporal coherence. 79-86 - Christian Luksch, Robert F. Tobler, Ralf Habel, Michael Schwärzler, Michael Wimmer:
Fast light-map computation with virtual polygon lights. 87-94 - Philipp Lensing, Wolfgang Broll:
Efficient shading of indirect illumination applying reflective shadow maps. 95-102 - Marilena Maule, João Comba, Rafael P. Torchelsen, Rui Bastos:
Hybrid transparency. 103-118
Occlusion and depths
- Kostas Vardis, Georgios Papaioannou, Athanasios Gaitatzes:
Multi-view ambient occlusion with importance sampling. 111-118 - Kefei Lei, John F. Hughes:
Approximate depth of field effects using few samples per pixel. 119-128
Textures
- Eric Heitz, Derek Nowrouzezahrai, Pierre Poulin, Fabrice Neyret:
Filtering color mapped textures and surfaces. 129-136 - Pavel Krajcevski, Adam T. Lake, Dinesh Manocha:
FasTC: accelerated fixed-rate texture encoding. 137-144 - Kan Chen, Henry Johan, Wolfgang Müller-Wittig:
Simple and efficient example-based texture synthesis using tiling and deformation. 145-152
Painting, brushing, and editing
- Qian Sun, Long Zhang, Minqi Zhang, Xiang Ying, Shi-Qing Xin, Jiazhi Xia, Ying He:
Texture brush: an interactive surface texturing interface. 153-160 - Oliver Klehm, Ivo Ihrke, Hans-Peter Seidel, Elmar Eisemann:
Volume stylizer: tomography-based volume painting. 161-168 - Yongjin Kim, Holger Winnemöller, Seungyong Lee:
WYSIWYG stereo painting. 169-176
Poster abstracts
- Ekaterina Prasolova-Førland, Mikhail Fominykh, Peter Leong:
3D recording as enabling technology for serious games and educational roleplaying. 177 - Asako Soga, Sakiko Matsumoto:
A motion synthesis system for dance using a tablet. 178 - Xiang Ying, Zhenhua Li, Ying He:
A parallel algorithm for improving the maximal property of Poisson disk sampling in R2 and R3. 179 - Ke Chen, Charly Collin, Ajit Hakke Patil, Sumanta N. Pattanaik:
A practical model for computing the BRDF of real world materials. 180 - Yuyu Xu, Andrew W. Feng, Ari Shapiro:
A simple method for high quality artist-driven lip syncing. 181 - Jincan Lin, Yunning Huang, Junfeng Yao:
Creating a large area of trees based on FOREST PRO. 182 - Tahir Azim, Ewen Cheslack-Postava, Philip Alexander Levis:
Displaying large user-generated virtual worlds from the cloud. 183 - Stan Melax, Leonid Keselman, Sterling Orsten:
Dynamics based 3D skeletal hand tracking. 184 - Witawat Rungjiratananon, Yoshihiro Kanamori, Tomoyuki Nishita:
Fast hair collision handling using slice planes. 185 - Fu-Che Wu:
From 3D to reality: projector-based sculpture assistance system. 186 - Chao Peng, Yong Cao:
Integrating occlusion culling with parallel LOD for rendering complex 3D environments on GPU. 187 - John Mooney, Rohan Gandhi, Jan M. Allbeck:
Modeling agent determination of spatial relationships. 188 - Billy Clack, John Keyser:
Physical simulation of an embedded surface mesh involving deformation and fracture. 189 - Cheng-Guo Huang, Wen-Chieh Lin, Tsung-Shian Huang, Jung-Hong Chuang:
Physically-based cosmetic rendering. 190 - Su Ian Eugene Lei, Ying-Chieh Chen, Hsiang-Ting Chen, Chun-Fa Chang:
Real-time physics-based ink splattering art creation. 191 - Kai-Chun Chen, Pei-Shan Chen, Sai-Keung Wong:
Real-time water drops and flows on glass panes. 192 - Qian Sun, Long Zhang, Ying He:
Splatting lines for 3D mesh illustration. 193 - Ruirui Li, Kaihuai Qin:
Volume-based indirect lighting with irradiance decomposition. 194 - Luv Kohli:
Warping virtual space for low-cost haptic feedback. 195
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