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I3D 2012: Costa Mesa, CA, USA
- Michael Garland, Rui Wang, Stephen N. Spencer, Meenakshisundaram Gopi, Sung-Eui Yoon:
Symposium on Interactive 3D Graphics and Games, I3D '12, Costa Mesa, CA, USA, March 09 - 11, 2012. ACM 2012, ISBN 978-1-4503-1194-6
Virtual reality and interaction
- Zhimin Ren, Ravish Mehra, Jason Coposky, Ming C. Lin:
Tabletop Ensemble: touch-enabled virtual percussion instruments. 7-14 - Sean Curtis, Jamie Snape, Dinesh Manocha:
Way portals: efficient multi-agent navigation with line-segment goals. 15-22 - Andrei Sherstyuk, Arindam Dey, Christian Sandor, Andrei State:
Dynamic eye convergence for head-mounted displays improves user performance in virtual environments. 23-30
Geometry
- Shi-Qing Xin, Xiang Ying, Ying He:
Constant-time all-pairs geodesic distance query on triangle meshes. 31-38 - Meng Qi, Thanh-Tung Cao, Tiow Seng Tan:
Computing 2D constrained Delaunay triangulation using the GPU. 39-46 - Jeff Pool, Anselmo Lastra, Montek Singh:
Lossless compression of variable-precision floating-point buffers on GPUs. 47-54
Moving, painting, and tracing
- Sujeong Kim, Stephen J. Guy, Dinesh Manocha, Ming C. Lin:
Interactive simulation of dynamic crowd behaviors using general adaptation syndrome theory. 55-62 - Stephen DiVerdi, Aravind Krishnaswamy, Radomír Mech, Daichi Ito:
A lightweight, procedural, vector watercolor painting engine. 63-70 - Christiaan P. Gribble, Jeremy Fisher, Daniel Eby, Ed Quigley, Gideon Ludwig:
Ray tracing visualization toolkit. 71-78
Motion capture and animation
- Ludovic Hoyet, Kenneth Ryall, Rachel McDonnell, Carol O'Sullivan:
Sleight of hand: perception of finger motion from reduced marker sets. 79-86 - Rubens Fernandes Nunes, Joaquim B. Cavalcante Neto, Creto Augusto Vidal, Paul G. Kry, Victor B. Zordan:
Using natural vibrations to guide control for locomotion. 87-94 - Andrew W. Feng, Yuyu Xu, Ari Shapiro:
An example-based motion synthesis technique for locomotion and object manipulation. 95-102 - Dan Casas, Margara Tejera, Jean-Yves Guillemaut, Adrian Hilton:
4D parametric motion graphs for interactive animation. 103-110
Scattering and reflection
- Xuan Yu, Jason C. Yang, Justin Hensley, Takahiro Harada, Jingyi Yu:
A framework for rendering complex scattering effects on hair. 111-118 - Markus Billeter, Erik Sintorn, Ulf Assarsson:
Real-time multiple scattering using light propagation volumes. 119-126 - Mahdi M. Bagher, Cyril Soler, Kartic Subr, Laurent Belcour, Nicolas Holzschuch:
Interactive rendering of acquired materials on dynamic geometry using bandwidth prediction. 127-134
GPU rendering
- Morgan McGuire, Padraic Hennessy, Michael Bukowski, Brian Osman:
A reconstruction filter for plausible motion blur. 135-142 - Gabor Liktor, Carsten Dachsbacher:
Decoupled deferred shading for hardware rasterization. 143-150 - Paul Rosen:
Rectilinear texture warping for fast adaptive shadow mapping. 151-158
Surfaces and textures
- Marco Salvi, Kiril Vidimce:
Surface based anti-aliasing. 159-164 - Young In Yeo, Lihan Bin, Jörg Peters:
Efficient pixel-accurate rendering of curved surfaces. 165-174 - Henry Schäfer, Magdalena Prus, Quirin Meyer, Jochen Süßmuth, Marc Stamminger:
Multiresolution attributes for tessellated meshes. 175-182
Global illumination and ray tracing
- Yusuke Tokuyoshi, Shinji Ogaki:
Real-time bidirectional path tracing via rasterization. 183-190 - Bradford James Loos, Derek Nowrouzezahrai, Wojciech Jarosz, Peter-Pike J. Sloan:
Delta radiance transfer. 191-196 - Daniel M. Kopta, Thiago Ize, Josef B. Spjut, Erik Brunvand, Al Davis, Andrew Kensler:
Fast, effective BVH updates for animated scenes. 197-204
Poster abstracts
- Andrei Sherstyuk:
Animal reality. 205 - Cyrus Rahgoshay, Amir Hossein Rabbani, Karan Singh, Paul G. Kry:
Editing and constraining kinematic approximations of dynamic motion. 206 - Joshua D. Nasman, Barbara Cutler:
Evaluation of a tangible interface for architectural daylighting analysis. 207 - Daniel Adams, Parris K. Egbert, Seth Brunner:
Feature-based interactively sketched terrain. 208 - Michael J. Doyle, Colin Fowler, Michael Manzke:
Hardware accelerated construction of SAH-based bounding volume hierarchies for interactive ray tracing. 209 - Carlo H. Séquin:
Interactive 3D rapid-prototyping models. 210 - Chen Wei, James E. Gain, Patrick C. Marais:
Interactive GPU-based octree generation and traversal. 211 - Steven Braeger, Charles E. Hughes:
Linear compression for spatially-varying BRDFs. 212 - Seung In Park, Yong Cao, Francis K. H. Quek:
Modeling small group behaviors in large crowd simulation. 213 - Michael Lester, Cary Laxer:
Postmortem stylization of open-source games. 214 - Roman Vlasov, Karl-Ingo Friese, Franz-Erich Wolter:
Ray casting for collision detection in haptic rendering of volume data. 215 - Zeng Dai, Chris Wyman:
Real-time rough refraction via LEAN mapping and Gaussian sum reduction. 216 - Yubo Zhang, Zhao Dong, Kwan-Liu Ma:
Realtime volume rendering using precomputed photon mapping. 217 - Pavlos Mavridis, Georgios Papaioannou:
Texture compression using wavelet decomposition: a preview. 218
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