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.
Proceeding Downloads
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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-...
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 ...
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 ...
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 ...
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 ...
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, ...
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 ...
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 ...
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, ...
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 ...
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 ...
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. ...
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.
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.
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 ...
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. ...
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Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games



