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 2015 symposium on Interactive 3D graphics and games
ACM Digital Library (DOI) Link for the paper
Paper Abstract
Author Preprint
Paper Video
Paper Presentation
Paper Images
Paper Data
Demo Program or Source Code
Related Links
Changelog
Shadows
- Moment Shadow Mapping
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Christoph Peters,
Reinhard Klein
- Frustum-Traced Raster Shadows: Revisiting Irregular Z-Buffers
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Chris Wyman,
Rama Hoetzlein,
Aaron Lefohn
- Fast, Memory-Efficient Construction of Voxelized Shadows
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Viktor Kampe,
Erik Sintorn,
Ulf Assarsson
Subdivision and Collision
- Dynamic Feature-Adaptive Subdivision
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Henry Schafer,
Jens Raab,
Mark Meyer,
Marc Stamminger,
Matthias Nießner
- Parallel Reyes-style Adaptive Subdivision with Bounded Memory Usage
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Thomas Weber,
Michael Wimmer,
John D. Owens
- Interactive Continuous Collision Detection for Topology Changing Models Using Dynamic Clustering
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Liang He,
Ricardo Ortizy,
Andinet Enquobahriey,
Dinesh Manocha
Animation
- Simulation and Rendering for Millions of Grass Blades
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Zengzhi Fan,
Hongwei Li,
Hillesland Karl,
Bin Sheng
- Position-based Fluid Control
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Shuai Zhang,
Xubo Yang,
Ziqi Wu, Haibo Liu
- Animating 3D Vegetation in Real-time Using a 2D Approach
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Kan Chen,
Henry Johan
Authoring
- Building Helper Bone Rigs from Examples
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Tomohiko Mukai
- Computer-Assisted Authoring of Interactive Narratives
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Mubbasir Kapadia,
Jessica Falk,
Fabio Zund,
Marti Marcel,
Bob Sumner
- Procedural Window Lighting Effects for Real-Time City Rendering
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Jennifer Chandler,
Lei Yang,
Liu Ren
Fast Rendering
- Real-time Radiance Caching using Chrominance Compression
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Kostas Vardis,
Georgios Papaioannou,
Anastasios Gkaravelis
- Efficient GPU Screen-Space Ray Tracing
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Morgan McGuire,
Michael Mara
- Compressed Coverage Masks for Path Rendering on Mobile GPUs
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Pavel Krajcevski,
Dinesh Manocha
Geometry
- Fast Distance Queries for Triangles, Lines, and Points using SSE Instructions
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Evan Shellshear,
Robin Ytterlid
- A Simple Method for Correcting Facet Orientations in Polygon Meshes Based on Ray Casting
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Kenshi Takayama,
Alec Jacobson,
Ladislav Kavan,
Olga Sorkine-Hornung
- BVH Split Strategies for Fast Distance Queries
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Robin Ytterlid, Evan Shellshear
Sampling and Filtering
- Aggregate G-Buffer Anti-Aliasing
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Cyril Crassin,
Morgan McGuire,
Kayvon Fatahalian,
Aaron Lefohn
- Real-time Depth of Field using Multi-Layer Filtering
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Kai Selgrad,
Christian Reintges,
Dominik Penk,
Pascal Wagner,
Marc Stamminger
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