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 a track record of excellence with 26 high-quality papers selected by the international paper committee for publication and presentation at the conference. Paper presentations will be on the I3D YouTube channel daily stream during the conference. Almost all presentations will be archived and available afterwards. All papers will be presented one after the other in each session, followed by moderated Q & A for all of them.

Papers are available open access to all during and one week after the conference: PACM CGIT papers here, I3D papers here.

Invited papers

The program also includes 1 paper originally published in the Journal of Computer Graphics Techniques (JCGT) and 3 papers from the IEEE Transactions on Visualization and Computer Graphics (TVCG).

Awards

See the awards section for which papers won.

Digital Library Access

All uninvited (i.e., not previously published) papers are available at the ACM Digital Library to members:

Many of these can also be found as preprints, along with related information such as videos and code, on Ke-Sen Huang's I3D 2020 page.


Papers 1: Collisions and Physics

Local Optimization for Robust Signed Distance Field Collision
Miles Macklin, Kenny Erleben, Matthias Müller, Nuttapong Chentanez, Stefan Jeschke, Zach Corse

A Time-independent Deformer for Elastic-rigid Contacts
Camille Brunel, Pierre Bénard, Gael Guennebaud, Pascal Barla

Real-time Muscle-based Facial Animation using Shell Elements and Force Decomposition
Jungmin Kim, Min Gyu Choi, Young J. Kim


Papers 2: Textures and Geometry

A Three-Level Approach to Texture Mapping and Synthesis on 3D Surfaces
Kersten Schuster, Philip Trettner, Patric Schmitz, Leif Kobbelt

Procedural Band Patterns
Jimmy Etienne, Sylvain Lefebvre

Lossy Geometry Compression for High Resolution Voxel Scenes
Remi van der Laan, Leonardo Scandolo, Elmar Eisemann

On Histogram-Preserving Blending for Randomized Texture Tiling
Brent Burley
(JCGT paper presentation) link


Papers 3: Modeling and Content

Contour-based 3D Modeling through Joint Embedding of Shapes and Contours
Aobo Jin, Qiang Fu, Zhigang Deng

User-guided 3D Reconstruction Using Multi-view Stereo
Sverker Rasmuson, Erik Sintorn, Ulf Assarsson

Fast and Scalable Position-Based Layout Synthesis
Tomer Weiss, Alan Litteneker, Noah Duncan, Masaki Nakada, Chenfanfu Jiang, Lap-Fai Yu, Demetri Terzopoulos
(TVCG paper presentation) link

Progressive Regularization of Satellite-Based 3D Buildings for Interactive Rendering
Xiaowei Zhang, Christopher May, Gen Nishida, Daniel Aliaga


Papers 4: Perception and Performance

The Effect of Lighting, Landmarks and Auditory Cues on Human Performance in Navigating a Virtual Maze
Daryl Marples, Duke Gledhill, Pelham Carter

The Role of the Field Dependence-Independence Construct on Flow-Performance Link in Virtual Reality (live presentation only)
Yulong Bian, Chao Zhou, Yeqing Chen, Yanshuai Zhao, Juan Liu, Chenglei Yang


Papers 5: Lighting and Light Transport

Stochastic Substitute Trees for Real-Time Global Illumination
Wolfgang Tatzgern, Benedikt Mayr, Bernhard Kerbl, Markus Steinberger

Real-time Subsurface Scattering with Single Pass Variance-Guided Adaptive Importance Sampling
Tiantian Xie, Marc Olano, Brian Karis, Krzysztof Narkowicz

Real-time Approximation of Photometric Polygonal Lights
Christian Luksch, Lukas Prost, Michael Wimmer

Real-Time Stochastic Lightcuts
Daqi Lin, Cem Yuksel

Interactive Simulation of Scattering Effects in Participating Media Using a Neural Network Model
Liangsheng Ge, Beibei Wang, Lu Wang, Xiangxu Meng, Nicolas Holzschuch
(TVCG paper presentation) link


Papers 6: Characters and Crowds

Generalized Microscopic Crowd Simulation using Costs in Velocity Space
Wouter van Toll, Fabien Grzeskowiak, Axel López Gandía, Javad Amirian,
Florian Berton, Julien Bruneau, Beatriz Cabrero Daniel, Alberto Jovane, Julien Pettré

Interactive Inverse Spatio-Temporal Crowd Motion Design
Tharindu Mathew, Bedrich Benes, Daniel Aliaga

DenseGATs: A Graph-Attention-Based Network for Nonlinear Character Deformation
Tianxing Li, Rui Shi, Takashi Kanai


Papers 7: Capturing the Real World

Real-time Face Video Swapping From A Single Portrait
Luming Ma, Zhigang Deng

Image-Based Rendering of Cars using Semantic Labels and Approximate Reflection Flow
Simon Rodriguez, Siddhant Prakash, Peter Hedman, George Drettakis

Passthrough+: Real-time Stereoscopic View Synthesis for Mobile Mixed Reality
Gaurav Chaurasia, Arthur Nieuwoudt, Alexandru-Eugen Ichim, Richard Szeliski, Alexander Sorkine-Hornung

Repurposing a Relighting Network for Realistic Compositions of Captured Scenes
Baptiste Nicolet, Julien Philip, George Drettakis


Papers 8: GPU Techniques and Data Structures

Automatic GPU Data Compression and Address Swizzling for CPUs via Modified Virtual Address Translation
Larry Seiler, Daqi Lin, Cem Yuksel

On Ray Reordering Techniques for Faster GPU Ray Tracing
Daniel Meister, Jakub Boksansky, Michael Guthe, Jiri Bittner

Computing Centroidal Voronoi Tessellation Using the GPU
Jiaqi Zheng, Tiow-Seng Tan

Optimal Path Maps on the GPU
Renato Farias, Marcelo Kallmann
(TVCG paper presentation) link

RANDM: Random Access Depth Map Compression Using Range-Partitioning and Global Dictionary
Srihari Pratapa, Dinesh Manocha

Important Dates

Submission Website

Registration

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