Research Papers

GPU Techniques

Geometry Engine Optimization: Cache Friendly Compressed Representation of Geometry
Jatin Chhugani and Subodh Kumar

Rendering from Compressed High Dynamic Range Textures on Programmable Graphics Hardware
Lvdi Wang, Xi Wang, Peter-Pike Sloan, Li-Yi Wei, Xin Tong, and Baining Guo

TileTrees
Sylvain Lefebvre and Carsten Dachsbacher

Efficient Histogram Generation Using Scattering on GPUs
Thorsten Scheuermann and Justin Hensley

Skinning

Skinning with Dual Quaternions
Ladislav Kavan, Steven Collins, Jiri Zara, and Carol O'Sullivan

Real-Time Ambient Occlusion for Dynamic Character Skins
Adam Kirk and Okan Arikan

Skinning Arbitrary Deformations
Ladislav Kavan, Rachel McDonnell, Simon Dobbyn, Jiri Zara, and Carol O'Sullivan

Ambient Lighting and Shadows

Ambient Aperture Lighting
Christopher Oat and Pedro Sander

Queried Virtual Shadow Maps
Markus Giegl and Michael Wimmer

Hardware Accelerated Ambient Occlusion Techniques on GPUs
Perumaal Shanmugam and Okan Arikan

Refraction and Relighting

4D Compression and Relighting with High-Resolution Light Transport Matrices
Ewen Cheslack-Postava, Nolan Goodnight, Ren Ng, Ravi Ramamoorthi, and Greg Humphreys

Real-Time Refraction Through Deformable Objects
Manuel M. Oliveira and Maicon Brauwers

Multi-Fragment Effects on the GPU using the k-Buffer
Louis Bavoil, Steven Callahan, Aaron Lefohn, Joao Comba, and Claudio Silva

Modeling and Manipulation

Example-Based Model Synthesis
Paul Merrell

Efficient Multi-viewpoint Acquisition of 3D Objects Undergoing Repetitive Motions
Yi Xu and Daniel Aliaga

LightShop: Interactive Lightfield Manipulation and Rendering
Daniel Reiter Horn and Billy Chen

Animation and Motion

Parametric Motion Graphs
Rachel Heck and Michael Gleicher

Interactive Motion Correction and Object Manipulation
Ari Shapiro, Marcelo Kallmann, and Petros Faloutsos

Quick Transitions With Cached Multi-way Blends
Leslie Ikemoto, Okan Arikan, and David Forsyth

Fast Rendering

Multi-grained Level of Detail Using a Hierarchical Seamless Texture Atlas
Krzysztof Niski, Budirijanto Purnomo, and Jonathan Cohen

Real-time Mesh Simplification Using the GPU
Christopher DeCoro and Natalya Tatarchuk

Interactive k-D tree GPU Raytracing
Daniel Reiter Horn, Jeremy Sugerman, Mike Houston, and Pat Hanrahan

Natural Phenomena and Audio

Real-time Procedural Volumetric Fire
Alfred Fuller, Hari Krishnan, Karim Mahrous, Bernd Hamann, and Kenneth Joy

Flow Simulation with Locally-Refined LBM
Ye Zhao, Feng Qiu, Zhe Fan, and Arie Kaufman

Progressive Perceptual Audio Rendering of Complex Scenes
Thomas Moeck, Nicolas Bonneel, Nicolas Tsingos, George Drettakis, Isabelle Viaud-Delmon,and David Aloza


The paper submission deadline was Nov. 1, 2006. Paper Review Website

Call For Papers:
We solicit papers that present original research related to all techniques that combine 3D computer graphics with human interaction, explicitly including (but not limited to) research that has applicability for 3D games. A more detailed list of potential topics can be found in the Call for Participation. Original papers are limited to 8 full-color pages. The submission of a video to accompany the paper is encouraged. Papers will be peer-reviewed in a single-blind process and authors notified by e-mail.

Papers should be prepared following the ACM SIGGRAPH formatting guidelines , with the proviso that we will only accept Category 2 papers. Accepted papers will be published in the "Proceedings of the 2007 Symposium in Interactive 3D Graphics," an archival-quality proceedings distributed by the ACM.

250 word abstracts were due Sunday, October 22. Please be certain to indicate keywords matching your paper's topic, which will assist us in ensuring knowledgable reviews of your paper. Abstracts are required before the submission of a full paper. Final paper submissions were due Wednesday, November 1.



Important Dates