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, and a selection of I3D papers will also be 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.


Papers Session A

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

Papers Session B

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

Papers Session C

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

Papers Session D

Deep Surface Light Fields
Anpei Chen, Minye Wu, Yingliang Zhang, Nianyi Li, Jie Lu, Jingyi Yu, and Shenghua Gao

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)

Papers Session E

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

Papers Session F

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)

Parallel Locally-Ordered Clustering for Bounding Volume Hierarchy Construction
Daniel Meister and Jiri Bittner
(TVCG paper presentation)

Papers Session G

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

Papers Session H

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

Papers Session I

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

Papers Session J

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

Important Dates


Unless otherwise specified, all deadlines are at 11:59pm IDLW (UTC - 12hrs).

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Organizations interested in sponsoring I3D 2018 please contact the general chairs: general@i3dsymposium.org

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