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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

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