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I3D '14: Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
ACM2014 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
I3D '14: Symposium on Interactive 3D Graphics and Games San Francisco California March 14 - 16, 2014
ISBN:
978-1-4503-2717-6
Published:
14 March 2014
Sponsors:

Bibliometrics
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Abstract

These are the proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. The 2014 conference brings new focus on the Games aspect of the conference, being held March 14-16 in San Francsico, California, the weekend before the Game Developers Conference. To those new Game Development friends who are experiencing I3D for the first time: Welcome! And, of course, to the long-time friends of I3D, welcome back! We have an exciting program this year, with papers spanning rendering, illustration, physical simulation, sound, geometry, and collision detection, to mention just a few.

The I3D 2014 papers program consists of 19 high-quality papers, selected from 47 submissions. In addition, we continue our collaboration with IEEE Transactions on Visualization and Computer Graphics. Three papers originally published in TVCG will be presented in the plenary session at I3D, and selection of I3D papers will be invited to submit extended versions to a special issue of TVCG. New this year, we have started a similar partnership with the Journal of Computer Graphics Techniques. Six papers originally published in JCGT will also be presented in the I3D plenary session, and a selection of I3D papers will also be invited to submit extended versions for publication in JCGT. We hope these partnerships will bring new attention to I3D and the quality of the work published here.

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SESSION: Mechanics and characters
research-article
FORK-1S: interactive compliant mechanisms with parallel state computation

We present a method for the simulation of compliant, articulated structures using a plausible approximate model that focuses on modeling endpoint interaction. We approximate the structure's behavior about a reference configuration, resulting in a first ...

research-article
Fracture animation based on high-dimensional Voronoi diagrams

We propose a novel algorithm to simulate brittle fracture. It augments previous methods based on Voronoi diagrams, improving their versatility and their ability to adapt fracture patterns automatically to diverse collision scenarios and object ...

research-article
Sound localization and multi-modal steering for autonomous virtual agents

With the increasing realism of interactive applications, there is a growing need for harnessing additional sensory modalities such as hearing. While the synthesis and propagation of sounds in virtual environments has been explored, there has been little ...

research-article
Stochastic activity authoring with direct user control

Crowd activities are often randomized to create the appearance of heterogeneity. However, the parameters that control randomization are frequently hard to tune because it is unclear how changes at the character level affect the high-level appearance of ...

SESSION: Geometric algorithms
research-article
Dynamic radial view based culling for continuous self-collision detection

The radial view-based culling (RVBC) method has been presented for continuous self-collision detection to efficiently cull away non-colliding regions. While this technique mainly relies on the segmented clusters of the reference pose and the associated ...

research-article
A GPU accelerated algorithm for 3D Delaunay triangulation

We propose the first algorithm to compute the 3D Delaunay triangulation (DT) on the GPU. Our algorithm uses massively parallel point insertion followed by bilateral flipping, a powerful local operation in computational geometry. Although a flipping ...

research-article
Fast rotation search for real-time interactive point cloud registration

Our goal is the registration of multiple 3D point clouds obtained from LIDAR scans of underground mines. Such a capability is crucial to the surveying and planning operations in mining. Often, the point clouds only partially overlap and initial ...

SESSION: Modeling and computation
research-article
A hybrid image-CAD based system for modeling realistic hairstyles

Generating realistic hairstyles is critical in modeling human characters in computer games and feature films. State-of-the-art geometric modeling tools demand extensive user efforts and artistic skills. Image-based approaches attempt to automate the ...

SESSION: Global illumination
research-article
Prefiltered single scattering

Volumetric light scattering is a complex phenomenon that is difficult to simulate in real time as light can be scattered towards the camera from everywhere in space. By assuming a single-scattering model, we can transform the usually-employed ray-...

research-article
Deep screen space

Computing shading such as ambient occlusion (AO), subsurface scattering (SSS) or indirect light (GI) in screen space has recently received a lot of attention. While being efficient to compute, screen space methods have several key limitations such as ...

SESSION: Shadows
research-article
Efficient virtual shadow maps for many lights

Recently, several algorithms have been introduced that enable real-time performance for many lights in applications such as games. In this paper, we explore the use of hardware-supported virtual cube-map shadows to efficiently implement high-quality ...

research-article
Adaptive depth bias for shadow maps

Shadow aliasing due to limited storage precision has been plaguing discrete shadowing algorithms for decades. We present a simple method to eliminate false self-shadowing through adaptive depth bias. Unlike existing methods which simply set the weight ...

research-article
Sub-pixel shadow mapping

The limited resolution of shadow maps (SM) may result in erroneous shadowing, yielding artificially jagged edges and temporally crawling shadows even using perspective optimization techniques. We introduce Sub-Pixel Shadow Maps (SPSM) for real-time ...

research-article
Per-triangle shadow volumes using a view-sample cluster hierarchy

Rendering pixel-accurate shadows in scenes lit by a point light-source in real time is still a challenging problem. For scenes of moderate complexity, algorithms based on Shadow Volumes are by far the most efficient in most cases, but traditionally, ...

SESSION: Textures and measurement
research-article
Objective image quality assessment of texture compression

Texture compression is widely used in real-time rendering to reduce storage and bandwidth requirements. Recent research in compression algorithms has explored both reduced fixed bit rate and variable bit rate algorithms. The results are evaluated at the ...

research-article
Real-time low-frequency signal modulated texture compression using intensity dilation

We present a real-time algorithm for compressing textures based on low frequency signal modulated (LFSM) texture compression. Our formulation is based on intensity dilation and exploits the notion that the most important features of an image are those ...

SESSION: Illustration and transparency
research-article
Splatting lines: an efficient method for illustrating 3D surfaces and volumes

While 3D line drawing techniques have become well established in the past decade, most are only suitable for polygonal meshes. This paper presents splatting lines, a unified framework for generating line drawings from various types of 3D models, ...

research-article
k+-buffer: fragment synchronized k-buffer

k-buffer facilitates novel approaches to multi-fragment rendering and visualization for developing interactive applications on the GPU. Various alternatives have been proposed to alleviate its memory hazards and to avoid completely or partially the ...

research-article
Multi-layer alpha blending

We introduce multi-layer alpha blending, a novel solution to real-time order-independent transparency that operates in a single rendering pass and in bounded memory. The main contribution of our method is a new scalable approximation for the compositing ...

POSTER SESSION: Poster abstracts
research-article
Fully parallel kd-tree construction for real-time ray tracing

This work proposes a fully parallel kd-tree construction algorithm, which depends on the Morton code to identify all candidate split planes and derive their exact positions in parallel. Our techniques drastically shorten construction process. ...

research-article
Interactive 3D cloud modelling with a brush painting interface

Motivated by traditional Chinese landscape painting, in which a single brush and a single colour are used to paint a vivid landscape, we propose a new painting interface for volumetric cloud modelling.

research-article
Out-of-core ray batching on a commodity cluster

Monte Carlo rendering techniques have been widely used to render high-quality images and studied extensively in past decades. Nonetheless, it has remained as a challenging problem yet to construct such realistic images in an interactive manner.

research-article
Shadow map silhouette revectorization

Shadow Map Silhouette Revectorization (SMSR) is a two-pass filtering technique inspired by Jorge Jimenez's MLAA [Jimenez et al. 2011] which aims to improve the visual quality of a projected shadow map by concealing the perspective aliasing with an ...

research-article
Texture mapping for 3D painting using geodesic distance

3D modeling systems form the basis for many of the most widely used graphics applications. Although interfaces have long provided the ability to paint directly on a 3D model, the colors are usually stored in a 2D domain, such as in a texture map. ...

Contributors
  • Texas A&M University
  • Hong Kong University of Science and Technology

Recommendations

Acceptance Rates

Overall Acceptance Rate148of485submissions,31%
YearSubmittedAcceptedRate
I3D '17451636%
I3D '11642438%
I3D '031022726%
I3D '01843137%
I3D '991052625%
I3D '97852428%
Overall48514831%