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SI3D 2011: San Francisco, CA, USA
- Michael Garland, Rui Wang:
Symposium on Interactive 3D Graphics and Games, I3D '11, San Francisco, CA, USA, February 18-20, 2011. ACM 2011, ISBN 978-1-4503-0565-5
Filtering and reconstruction
- Peter Shirley, Timo Aila, Jonathan Cohen, Eric Enderton, Samuli Laine, David P. Luebke, Morgan McGuire:
A local image reconstruction algorithm for stochastic rendering. 9-14 - Matthäus G. Chajdas, Morgan McGuire, David P. Luebke:
Subpixel reconstruction antialiasing for deferred shading. 15-22 - Pavlos Mavridis, Georgios Papaioannou:
High quality elliptical texture filtering on GPU. 23-30
Lighting in participating media
- Cyril Delalandre, Pascal Gautron, Jean-Eudes Marvie, Guillaume François:
Transmittance function mapping. 31-38 - Jiawen Chen, Ilya Baran, Frédo Durand, Wojciech Jarosz:
Real-time volumetric shadows using 1D min-max mipmaps. 39-46 - Gabor Liktor, Carsten Dachsbacher:
Real-time volume caustics with adaptive beam tracing. 47-54
Collision & sound
- Brandon Lloyd, Nikunj Raghuvanshi, Naga K. Govindaraju:
Sound synthesis for impact sounds in video games. 55-62 - Min Tang, Dinesh Manocha, Jiang Lin, Ruofeng Tong:
Collision-streams: fast GPU-based collision detection for deformable models. 63-70 - Chen Tang, Sheng Li, Guoping Wang:
Fast continuous collision detection using parallel filter in subspace. 71-80
Shadows
- Jirí Bittner, Oliver Mattausch, Ari Silvennoinen, Michael Wimmer:
Shadow caster culling for efficient shadow mapping. 81-88 - Morgan McGuire, Eric Enderton:
Colored stochastic shadow maps. 89-96 - Andrew Lauritzen, Marco Salvi, Aaron E. Lefohn:
Sample distribution shadow maps. 97-102
Refraction & global illumination
- Sinje Thiedemann, Niklas Henrich, Thorsten Grosch, Stefan Müller:
Voxel-based global illumination. 103-110 - Charles de Rousiers, Adrien Bousseau, Kartic Subr, Nicolas Holzschuch, Ravi Ramamoorthi:
Real-time rough refraction. 111-118 - Jan Novák, Thomas Engelhardt, Carsten Dachsbacher:
Screen-space bias compensation for interactive high-quality global illumination with virtual point lights. 119-124
Human animation
- Tomohiko Mukai:
Motion rings for interactive gait synthesis. 125-132 - Huajun Liu, Xiaolin K. Wei, Jinxiang Chai, Inwoo Ha, Taehyun Rhee:
Realtime human motion control with a small number of inertial sensors. 133-140 - Shawn Singh, Mubbasir Kapadia, William Hewlett, Glenn Reinman, Petros Faloutsos:
A modular framework for adaptive agent-based steering. 141-150
Geometric and procedural modeling
- Jiazhi Xia, Ismael García, Ying He, Shi-Qing Xin, Gustavo Patow:
Editable polycube map for GPU-based subdivision surfaces. 151-158 - Wesley Griffin, Yu Wang, David Berrios, Marc Olano:
GPU curvature estimation on deformable meshes. 159-166 - Bedrich Benes, Michel Abdul-Massih, Philip Jarvis, Daniel G. Aliaga, Carlos A. Vanegas:
Urban ecosystem design. 167-174
Interactivity and interaction
- Behzad Sajadi, Shan Jiang, M. Gopi, Jae-Pil Heo, Sung-Eui Yoon:
Data management for SSDs for large-scale interactive graphics applications. 175-182 - Stefan Hauswiesner, Matthias Straka, Gerhard Reitmayr:
Coherent image-based rendering of real-world objects. 183-190 - Dane M. Coffey, Nicholas Malbraaten, Trung Bao Le, Iman Borazjani, Fotis Sotiropoulos, Daniel F. Keefe:
Slice WIM: a multi-surface, multi-touch interface for overview+detail exploration of volume datasets in virtual reality. 191-198
Posters
- Mubbasir Kapadia, Shawn Singh, Glenn Reinman, Petros Faloutsos:
Behavior authoring for crowd simulations. 199 - Chi Cui, Kun Qian:
Chronos Tennis: an online tennis game better than Wii. 200 - Stanley Tzeng, Anjul Patney, John D. Owens:
Efficient adaptive tiling for programmable rendering. 201 - Zhiying He, Xiaohui Liang, Jian Wang, Yiming Yue:
Flexible editing of style, identity and content of human motion. 202 - Shawn Singh, Mubbasir Kapadia, Glenn Reinman, Petros Faloutsos:
Footstep navigation for dynamic crowds. 203 - Mingcen Gao, Thanh-Tung Cao, Tiow Seng Tan, Zhiyong Huang:
gHull: a three-dimensional convex hull algorithm for graphics hardware. 204 - Ross T. Sowell, Tom Erez, Emily Feder, Cindy Grimm, Jianqi Xing, Leon Barrett:
Image-space constraints for controlling camera interpolation. 205 - Carlo H. Séquin:
Interactive construction of 3D mathematical visualization models. 206 - Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann:
Interactive indirect illumination using voxel cone tracing: a preview. 207 - Ralf Habel:
Level-of-detail and streaming optimized irradiance normal mapping. 208 - Jonas Schild, Sven Seele, Jonas Fischer, Maic Masuch:
Multi-pass rendering of stereoscopic video on consumer graphics cards. 209 - Gaël Sourimant, Pascal Gautron, Jean-Eudes Marvie:
Poisson disk ray-marched ambient occlusion. 210 - Hanyu Liu, Andrew Bragdon, Attila Bergou, Jian Chen:
Programming by sketch for scientific computing. 211 - Junfeng Yao, Hui Zhang, Bin Wu, Fengchun Lin, Binxing Wang:
The research and realization of parameterized three-dimensional plant simulation based on fractal theory. 212 - Zhi Yuan, Fan Chen, Ye Zhao:
Stochastic modeling of light-weight floating objects. 213 - Vamsi Konchada, Bret Jackson, Trung Bao Le, Iman Borazjani, Fotis Sotiropoulos, Daniel F. Keefe:
Supporting internal visualization of biomedical datasets via 3D rapid prototypes and sketch-based gestures. 214 - Bernhard Kainz, Markus Steinberger, Stefan Hauswiesner, Rostislav Khlebnikov, Denis Kalkofen, Dieter Schmalstieg:
Using perceptual features to prioritize ray-based image generation. 215
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