|  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.
 
 
   
     
	  
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