Posters & Demos

The posters program offers a unique opportunity to showcase innovative techniques in games and other commercial products, work in progress, student projects, or non-traditional research. We encourage (but do not require) posters that can be presented with an accompanying live demo. A posters "fast forward" session will give each presenter the chance to give a brief description of their poster prior to the poster sessions. Poster sessions will provide a casual setting to allow presenters to show their work and have one-on-one dialogue with attendees and also to control the pace and level of the presentations.


I3D 2008 Best Student Poster Awards:

1st Place:

Efficient Deformable Body Simulation using Stiffness-Warped Nonlinear Finite Elements
Wayne Ngan, John Lloyd

2nd Place (two winners):

Fast Color-Space Decomposition based Environment Matting
Biswarup Choudhury

Free-Viewpoint Video System Optimization Using a GPU
Neal Orman


2008 Accepted Posters:

  • Layered Variance Shadow Maps
    Andrew Lauritzen

  • Fast Color-Space Decomposition based Environment Matting
    Biswarup Choudhury

  • Extensions to Inverse Displacement Mapping: Towards More Accurate Silhouette and Dynamic Displacement
    Yung-Yu Chuang

  • Real-time Multi-valued Solid Voxelization by Dynamic Slice Functions
    Duoduo Liao

  • Reconstructable Geometry Shadow Maps
    Qinghua Dai

  • Semiautomatic Shader Code Generation for Rendering Voxelized Polygonal Models
    Jan Fischer, David Whittaker, Aaron Lefohn, Bruce Gooch

  • Efficient Deformable Body Simulation using Stiffness-Warped Nonlinear Finite Elements
    Wayne Ngan, John Lloyd

  • Free-Viewpoint Video System Optimization Using a GPU
    Neal Orman

  • Horizon Split Ambient Occlusion
    Rouslan Dimitrov, Louis Bavoil, Miguel Sainz

  • Feature-based Texture Mapping from Video Sequence
    Xianwang Wang

  • Crowd Rendering with Non-Planar 3D Impostors
    Jerry Yee

  • Animating Reactive Motions for Physics-Based Character Animation
    HyunHo Jee

  • Game Engine Development for Stereoscopic Content In Portable Tilted and Level Domed Planetarium VR Environments
    Mark Prusten

  • An Implementation of Ray Tracing Core on FPGA
    Jinhong Park

  • A Case Study in Using Gestures and Bimanual Interaction to Extend a High-DOF Input Device
    Trevor O'Brien

  • Fast, Parallel, GPU-based Construction of Space Filling Curves and Octrees
    Rhushabh

  • Color change of objects in virtual environments: Using IBR under a light source with arbitrary spectral distribution
    Takashi Sakaue

  • Measurement of BTDF and rendering of woven cloth - Production of curtain catalog animation
    Hitoshi Uno

  • Last Diminisher Improves Balance in Settlers of Catan
    Sara Carian

  • Exploring Dimensionality Reduction of Animal Flight Kinematics in an Interactive Virtual Reality Setting
    Mykhaylo Kostandov

  • Deformable Model Collision Detection using A-Buffer
    Hanyong Jang

  • Fast Path Planning Using Motion Graphs
    Mentar Mahmudi



Original call:

Submissions will be reviewed by a panel of experts in the field. Review criteria include contribution of the work to the game, graphics, and HCI communities, validity of the results, originality of the work, and clarity of presentation. Posters may be submitted with or without a demo. A poster/demo proposal consists of a one page extended abstract in ASCII text or PDF format. The authors are also encouraged to submit a preliminary PDF or Powerpoint version of the poster. Posters & Demos can be submitted electronically at: posters@i3dsymposium.org

Authors of accepted posters will be given the opportunity to have the poster abstract published in the ACM Digital Library. (By default, accepted abstracts will not be forwarded to the ACM DL.)


The poster & demo submission deadline is December 23, 2007.

Acceptance notifications for posters & demos will be sent on January 7, 2008.

Important Dates