Posters & Demos

List of Accepted Posters

Animation and Fracture

Real-Time Anatomically Based Character Animation
Juan Ramos Garcia and Caroline Larboulette

Real-Time Animation of Grass
Chen Kan and Henry Johan

Real-Time Procedural Modeling of Fracture of Brittle Materials in Games
Sheikh Dawood, Henry Johan, and Gabriyel Wong

Collision Detection and Tracking

PCCD: Parallel Continuous Collision Detection
DukSu Kim, Jea-pil Heo, and Sung-eui Yoon

Collision Free Chase Camera Movement in a 3D Virtual Environment
Hirofumi Hamazaki, Shinya Kitaoka, Maya Ozaki, Yoshifumi Kitamura, Robert Lindeman, and Fumio Kishino

Tracking for Entertainment and Interaction
Prakhar Jain, Ejaz Ahmed, and Pavan Kumar

Game Enhancements

Fractal Dungeons
Geoffrey Matthews, Bodie Lee, Elizabeth Matthews, and Justin Shaver

A Study on Novel 3D Object Presentation for Games
Effendy Eka Saputra and Wen-Kai Tai

Statistical Methods for User and Team Identification in Multiplayer Games
Christopher VanderKnyff, Darrell Bethea, Michael Reiter, and Mary Whitton

Level Sets, Subdivision Surfaces, and Filtering

Interactive Free-form Level Set Surface Editing Operations
Manolya Eyiyurekli and David Breen

Patch-based Tessellation for Dual Subdivision on GPU
Fengtao Fan and Fuhua (Frank) Cheng

Faster Filter Spreading and its Applications
Todd Kosloff, Justin Hensley, and Brian Barsky

Rendering and Global Illumination

Real-Time Multiple Refractions Through Deformable Objects
Pankaj Chaudhari and Marc Olano

Screen Space Ambient Occlusion for Non-Photorealitic Rendering
Brett Lajzer, Daniel Nottingham, and Barbara Cutler

Improved Octree for GPU Raytracing
Xin Yang, Duan-qing Xu, and Lei Zhao

Dynamic Scene Relighting Using Precomputed Visibility Cuts and Multi-Level Shadow Grids
Hong Yuan and Rui Wang

User Interfaces, User Studies, and Perception

Drawing On and Above the Surface
Pranav Mistry

Evaluation of Tactile Feedback for Teleoperated Robots
Paulo Goncalves De Barros, Robert Lindeman, and Matthew Ward

A Head-to-Head Comparison of Navigation Techniques for Exploring 3D Geoscience Data Sets
Andrew Forsberg, John Huffman, Joseph LaViola, Jay Dickson, Caleb Fassett, Robery Zeleznik, Jian Chen, and James Head III

Characterizing Head Movement in First-Person Games
Paulo Goncalves De Barros, Robert Lindeman, and Timothy Loughlin

VolumeViewer: An Interactive Tool for Fitting Surfaces to Volume Data
Ross Sowell, Lu Liu, Tao Ju, Cindy Grimm, Christopher Abraham, Garima Gokhroo, and Daniel Low

Call For Posters (PDF)

The posters and demo program offers a unique opportunity to showcase innovative techniques in games and other commercial products, work in progress, student projects, late-breaking research, or non-traditional research. We encourage (but do not require) that poster presentations be accompanied by a live demo.

Submissions will be reviewed by experts in the field. Review criteria include clarity of presentation, validity of the results, originality of the work, and contribution to the interactive graphics, games, and HCI communities.

Poster and demo submissions should consist of:

Posters and demos can be submitted electronically at: . If you plan to submit large files (greater than 5 MB), please send a link to a FTP or HTTP location where the file can be downloaded. If this is infeasible, please make arrangements with the posters chair prior to submission.

Accepted poster authors will have an opportunity to present a 1-2 minute talk during a poster "Fast Forward" session. A special poster session scheduled during the conference will provide a more informal setting to present your work, allowing one-on-one discussions with attendees. Poster presenters will be responsible for printing and transporting their own poster. You should plan to give demos on a laptop, as we may be unable to guarantee access to a power supply during the poster session.

The poster and demo submission deadline is December 19th, 2008.

Acceptance notification is January 9th, 2009.

Further logistical details will be posted as the conference nears.

Important Dates