Papers Program
Over the past three decades, the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games has showcased
exceptional progress from academic and industrial research covering all aspects of interactive computer graphics.
This year, we continue our collaboration with IEEE Transactions on Visualization and Computer Graphics.
A selection of I3D papers will be invited to submit extended versions to a special issue of TVCG.
We are also continuing our partnership with the Journal of Computer Graphics Techniques.
Some papers originally published in JCGT will be presented at I3D. Additionally, all 14 I3D "short" papers
have been invited to submit extended versions for publication in JCGT.
We hope these partnerships will continue bringing additional attention to I3D and the quality of the work published here.
Best paper presentation awards will be voted by attendees at the end of the symposium.
I3D 2018 papers in the ACM Digital Library. Go to the Table of Contents tab for individual PDF download links.
Zip file of I3D 2018 papers. File is password protected. The password will be announced during the conference.
Alpha Distribution
Cem Yuksel
In-Depth Buffers
Songfang Han, Ge Chen, Diego Nehab, and Pedro V Sander
GPU-accelerated Depth Codec for Real-time, High-quality Light Field Reconstruction
Babis Koniaris, Maggie Kosek, David Sinclair, and Kenny Mitchell
Coarse Pixel Shading with Temporal Supersampling
Kai Xiao, Gabor Liktor, and Karthik Vaidyanathan
The Replate
Ge Chen, Pedro Sander, and Diego Nehab
Kernel Foveated Rendering
Xiaoxu Meng, Ruofei Du, Matthias Zwicker, and Amitabh Varshney
Multi-Layer Depth of Field Rendering with Tiled Splatting
Linus Franke, Nikolai Hofmann, Marc Stamminger, and Kai Selgrad
Moment-Based Order-Independent Transparency
Cedrick Münstermann, Stefan Krumpen, Reinhard Klein, and Christoph Peters
Hierarchical Visibility for Virtual Reality
Warren Hunt, Michael Mara, and Alex Nankervis
Energized Rigid Body Fracture
Xiaokai Li, Sheldon Andrews, Ben Jones, and Adam Bargteil
Learning Nonlinear Soft-Tissue Dynamics for Interactive Avatars
Dan Casas and Miguel A. Otaduy
Interactive Two-Way Shape Design of Elastic Bodies
Rajaditya Mukherjee and Huamin Wang
Projective Skinning
Martin Komaritzan and Mario Botsch
Sampling-based Rig Conversion into Non-rigid Helper Bones
Tomohiko Mukai
Deep Surface Light Fields
Anpei Chen, Minye Wu, Yingliang Zhang, Nianyi Li, Jie Lu, Shenghua Gao, and Jingyi Yu
Efficient and Anti-aliased Trimming for Rendering Large NURBS Models
Andre Schollmeyer
(TVCG paper presentation)
HCSG: Hashing for real-time CSG modeling
Cédric Zanni, Sylvain Lefebvre, and Frédéric Claux
GPU-Friendly Font Rendering Directly from Glyph Outlines
Eric Lengyel
(JCGT paper presentation)
JCGT Paper: http://jcgt.org/published/0006/02/02
Direct link to PDF slides: http://terathon.com/i3d2018_lengyel.pdf
Efficient Energy-Compensated VPLs using Photon Splatting
Jamorn Sriwasansak, Adrien Gruson, and Toshiya Hachisuka
Combining Analytic Direct Illumination and Stochastic Shadows
Eric Heitz, Stephen Hill, and Morgan McGuire
Learning Real-Time Ambient Occlusion from Distance Representations
Benjamin Keinert, Jana Martschinke and Marc Stamminger
A Narrow-Range Filter for Screen-Space Fluid Rendering
Nghia Truong and Cem Yuksel
PSCC: Parallel Self-Collision Culling with Spatial Hashing on GPUs
Min Tang and Dinesh Manocha
Bulk-Synchronous Parallel BVH Traversal for Collision Detection on GPUs
Floyd Chitalu, Christophe Dubach, and Taku Komura
Implementing Node Culling Multi-Hit BVH Traversal in Embree
Christiaan Gribble, Ingo Wald, and Jefferson Amstutz
(JCGT paper presentation)
Presentation summary with link to supplemental material: http://www.rtvtk.org/~cgribble/research/index.html
Direct link to PDF slides: http://www.rtvtk.org/~cgribble/research/papers/gribble16implementing_i3Dslides.pdf
JCGT paper: http://jcgt.org/published/0005/04/01/
Parallel Locally-Ordered Clustering for Bounding Volume Hierarchy Construction
Daniel Meister and Jiri Bittner
(TVCG paper presentation)
Real-time Apparent Resolution Enhancement for Head-Mounted Displays
Haebom Lee and Piotr Didyk
A View-Dependent Metric for Patch-Based LOD Generation & Selection
Thibaud Lambert, Pierre Bénard, and Gaël Guennebaud
Montage4D: Interactive Seamless Fusion of Multiview Video Textures
Ruofei Du, Ming Chuang, Wayne Chang, Hugues Hoppe, and Amitabh Varshney
Plane-Based Multi-View Inpainting for Image-Based Rendering in Large Scenes
Julien Philip and George Drettakis
3D Sketching using Multi-View Deep Volumetric Prediction
Johanna Delanoy, Mathieu Aubry, Phillip Isola, Alexei A. Efros, and Adrien Bousseau
Interactive Sketch-Based Normal Map Generation with Deep Neural Networks
Wanchao Su, Dong Du, Xin Yang, Shizhe Zhou and Hongbo Fu
Sculpting Mountains: Interactive Terrain Modeling Based on Subsurface Geology
Guillaume Cordonnier , Marie-Paule Cani, Bedrich Benes, Jean Braun, and Eric Galin
(TVCG paper presentation)
Efficient Screen-Space Rendering of Vector Features on Virtual Terrains
Alex Frasson, Tiago Augusto Engel and Cesar Tadeu Pozzer
Fast Behavioral Locomotion with Layered Navigation Meshes
Alain Juarez-Perez and Marcelo Kallmann
Mutual Collision Avoidance During Walking in Real and Collaborative Virtual Environments
Iana Podkosova and Hannes Kaufmann
An Emotion Evolution based Model for Collective Behavior Simulation
Hao Jiang, Zhigang Deng, Mingliang Xu, Xiangjun He, Tianlu Mao, and Zhaoqi Wang
A Framework for Simulating Agent-Based Cooperative Tasks in Crowd Simulation
Sai-Keung Wong, Yi-Hung Chou, and Hsiang-Yu Yang
Tile-based Pattern Design with Topology Control
Xiaojun Bian, Li-Yi Wei, and Sylvain Lefebvre
Urban Weathering: Interactive Rendering of Polluted Cities
Imanol Munoz-Pandiella, Carles Bosch, Nicolas Merillou, Gustavo Patow, Stephane Merillou, and Xavier Pueyo
(TVCG paper presentation)
Shape-Inspired Architectural Design
Weidan Xiong, Pengbo Zhang, Pedro V Sander, and Ajay Joneja
Transport Path Precomputation for Real-time Room Reverb
Gregor Mückl and Carsten Dachsbacher