Page maintained by Ke-Sen Huang.
If you have additions or changes, send an e-mail.
Information here is provided with the permission of the ACM.
Note that when possible I link to the page containing the link to the actual PDF or PS of the preprint.
I prefer this as it gives some context to the paper and avoids possible copyright problems with direct linking.
Thus you may need to search on the page to find the actual document.
ACM Digital Library: Proceedings of the 2009 symposium on Interactive 3D graphics and games
the ACM Digital Library (DOI) Link for the paper
the link of author version paper
the link of project page
Changelog
Large Data Sets
- Multiscale 3D Navigation
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James McCrae,
Igor Mordatch,
Michael Glueck,
Azam Khan (Autodesk Research)
- GigaVoxels: Ray-Guided Streaming for Efficient and Detailed Voxel Rendering
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Cyril Crassin,
Fabrice Neyret (ARTIS-INRIA/Grenoble University),
Sylvain Lefebvre (INRIA Sophia-Antipolis),
Elmar Eisemann (University of Saarland)
- A Novel Page-Based Data Structure for Interactive Walkthroughs
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Behzad Sajadi,
Yan Huang,
Pablo Diaz-Gutierrez (University of California, Irvine),
Sung-Eui Yoon (Korea Advanced Institute of Science and Technology),
M. Gopi (University of California, Irvine)
Mesh Processing
- Terrain Sketching
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James Gain,
Patrick Marais (University of Cape Town),
Wolfgang Strasser (WSI/GRIS, University of Tubingen)
- Controlling Deformable Material with Dynamic Morph Targets
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Nico Galoppo (University of North Carolina at Chapel Hill/Intel Corporation),
Miguel A. Otaduy (URJC Madrid),
Will Moss,
Jason Sewall,
Sean Curtis,
Ming C. Lin (University of North Carolina at Chapel Hill)
- Automatic Linearization of Nonlinear Skinning
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Ladislav Kavan,
Steven Collins,
Carol O'Sullivan (Trinity College Dublin)
Global Illumination
- Soft Irregular Shadow Mapping: Fast, High-Quality, and Robust Soft Shadows
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Gregory Johnson (University of Texas at Austin),
Allen Hux,
Chris Burns (Intel Corporation),
Warren Hunt (University of Texas at Austin),
William R. Mark,
Stephen Junkins (Intel Corporation)
- Hair Self Shadowing and Transparency Depth Ordering Using Occupancy maps
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Erik Sintorn,
Ulf Assarsson (Chalmers University of Technology)
- Approximating Dynamic Global Illumination in Image Space
-
Tobias Ritschel,
Thorsten Grosch,
Hans-Peter Seidel (MPI Informatik)
- Multiresolution Splatting for Indirect Illumination
-
Greg Nichols,
Chris Wyman (University of Iowa)
Fluids
- Screen Space Fluid Rendering with Curvature Flow (Google PDF)
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Wladimir van der Laan (Rijksuniversiteit Groningen),
Simon Green,
Miguel Sainz (NVIDIA)
- Real-Time Fluid Simulation using Discrete Sine/Cosine Transforms
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Benjamin Long,
Erik Reinhard (University of Bristol)
- Interactive Water Streams with Sphere Scan Conversion
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Rama Hoetzlein,
Tobias Höllerer (University of California Santa Barbara)
Non-Photorealistic Rendering
- Fast High-Quality Line Visibility
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Forrester Cole,
Adam Finkelstein (Princeton)
- Dynamic Solid Textures for Real-Time Coherent Stylization
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Pierre Benard,
Adrien Bousseau,
Joelle Thollot (Grenoble Universities, INRIA)
- Laplacian Lines for Real-Time Shape Illustration
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Long Zhang (Zhejiang University),
Ying He,
XueXiang Xie (Nanyang Technological University),
Wei Chen (Zhejiang University)
Surfaces
- Real-Time View-Dependent Rendering of Parametric Surfaces
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Christian Eisenacher,
Quirin Meyer (University of Erlangen-Nuremberg),
Charles Loop (Microsoft Research)
- MLS-based scalar fields over triangle meshes and their application in mesh processing
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Jingyi Jin (University of Illinois at Urbana Champaign),
Michael Garland (NVIDIA),
Edgar A. Ramos (Universidad Nacional de Colombia - Medellin)
- Real-Time Creased Approximate Subdivision Surfaces
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Denis Kovacs (New York University),
Jason Mitchell,
Shanon Drone (Valve),
Denis Zorin (New York University)
Level of Detail
- Granular Visibility Queries on the GPU
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Thomas Engelhardt,
Carsten Dachsbacher (University of Stuttgart)
- Parallel View-Dependent Refinement of Progressive Meshes
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Liang Hu,
Pedro V. Sander (Hong Kong University of Science and Technology),
Hugues Hoppe (Microsoft Research)
- Efficient and Practical Audio-Visual Rendering for Games using Crossmodal Perception
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David Grelaud,
Nicolas Bonneel (REVES/INRIA Sophia-Antipolis Mediterranee, France),
Michael Wimmer (Vienna University of Technology),
Manuel Asselot,
George Drettakis (REVES/INRIA Sophia-Antipolis Mediterranee, France)
Human Motion
- Flexible registration of human motion data with parameterized motion models
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Yen-Lin Chen,
Jianyuan Min,
Jinxiang Chai (Texas A&M University)
- Perceptually Consistent Example-based Human Motion Retrieval
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Zhigang Deng,
Qin Gu,
Qing Li (University of Houston)
- Human Video Textures
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Matthew Flagg (Georgia Institute of Technology),
Atsushi Nakazawa (Osaka University),
Qiushuang Zhang (Google, Inc.),
Sing Bing Kang (Microsoft Research),
Young Kee Ryu (Sun Moon University),
Irfan Essa,
James M. Rehg (Georgia Institute of Technology)
Navigation
- Crowd Patches: Populating Large-Scale Virtual Environments for Real-Time Applications
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Barbara Yersin,
Jonathan Maïm (EPFL),
Julien Pettré (INRIA),
Daniel Thalmann (EPFL)
- Egocentric Affordance Fields in Pedestrian Steering
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Mubbasir Kapadia,
Shawn Singh,
William Hewlett,
Petros Faloutsos (University of California, Los Angeles)
- Multiscale 3D Reference Visualization
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Michael Glueck,
Keenan Crane,
Sean Anderson,
Andres Rutnik,
Azam Khan (Autodesk Research)
kesen.huang@gmail.com