Page maintained by Ke-Sen Huang.
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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 2018 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
Papers Session A
- Alpha Distribution
-
Cem Yuksel
- In-Depth Buffers
-
Songfang Han, Ge Chen,
Diego Nehab,
Pedro V. Sander
- Real-time Apparent Resolution Enhancement for Head-mounted Displays
-
Haebom Lee,
Piotr Didyk
- Coarse Pixel Shading with Temporal Supersampling
-
Kai Xiao,
Gabor Liktor,
Karthik Vaidyanathan
Papers Session B
- The Replate
-
Ge Chen,
Pedro V. Sander,
Diego Nehab
- Kernel Foveated Rendering
-
Xiaoxu Meng,
Ruofei Du,
Amitabh Varshney
- Multi-Layer Depth of Field Rendering with Tiled Splatting
-
Linus Franke, Nikolai Hofmann,
Marc Stamminger,
Kai Selgrad
- Moment-Based Order-Independent Transparency
-
Cedrick Munstermann,
Stefan Krumpen,
Reinhard Klein,
Christoph Peters
- GPU-Friendly Font Rendering Directly from Glyph Outlines
(JCGT paper)
-
Eric Lengyel
Papers Session C
- Energized Rigid Body Fracture
-
Xiaokai Li, Sheldon Andrews, Ben Jones,
Adam Bargteil
- Learning Nonlinear Soft-Tissue Dynamics for Interactive Avatars
-
Dan Casas,
Miguel A. Otaduy
- Interactive Two-Way Shape Design of Elastic Bodies
-
Rajaditya Mukherjee,
Huamin Wang
- Projective Skinning
-
Martin Komaritzan,
Mario Botsch
- Sampling-based Rig Conversion into Non-rigid Helper Bones
-
Tomohiko Mukai
Papers Session D
- A View-Dependent Metric for Patch-Based LOD Generation & Selection
-
Thibaud Lambert,
Pierre BĂ©nard,
Gael Guennebaud
- Efficient and Anti-aliased Trimming for Rendering Large NURBS Models
(TVCG paper)
-
Andre Schollmeyer
- HCSG: Hashing for real-time CSG modeling
-
Cedric Zanni,
Sylvain Lefebvre,
Frederic Claux
- Hierarchical Visibility for Virtual Reality
-
Warren Hunt,
Michael Mara,
Alex Nankervis
Papers Session E
- Efficient Energy-Compensated VPLs using Photon Splatting
-
Jamorn Sriwasansak,
Adrien Gruson,
Toshiya Hachisuka
- Combining Analytic Direct Illumination and Stochastic Shadows
-
Eric Heitz,
Stephen Hill,
Morgan McGuire
- Learning Real-Time Ambient Occlusion from Distance Representations
-
Benjamin Keinert,
Jana Martschinke,
Marc Stamminger
- A Narrow-Range Filter for Screen-Space Fluid Rendering
-
Nghia Truong,
Cem Yuksel
- Real-Time Virtual Pipes Simulation and Rendering for Small-Scale Shallow Water
-
Francois Dagenais, Julian E. Guzman, Valentin Vervondel, Alexander Hay, Sebastien Delorme,
David Mould,
Eric Paquette
Papers Session F
- PSCC: Parallel Self-Collision Culling with Spatial Hashing on GPUs
-
Min Tang,
Zhongyuan Liu, Ruofeng Tong,
Dinesh Manocha
- Bulk-Synchronous Parallel BVH Traversal for Collision Detection on GPUs
-
Floyd Chitalu,
Christophe Dubach,
Taku Komura
- Implementing Node Culling Multi-Hit BVH Traversal in Embree
(JCGT paper)
-
Christiaan Gribble,
Ingo Wald,
Jefferson Amstutz
- Parallel Locally-Ordered Clustering for Bounding Volume Hierarchy Construction
(TVCG paper)
-
Daniel Meister,
Jiri Bittner
Papers Session G
- GPU-accelerated Depth Codec for Real-time, High-quality Light Field Reconstruction
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Babis Koniaris,
Maggie Kosek,
David Sinclair,
Kenny Mitchell
- Deep Surface Light Fields
-
Anpei Chen,
Minye Wu, Yingliang Zhang, Nianyi Li, Jie Lu, Jingyi Yu,
Shenghua Gao
- Montage4D: Interactive Seamless Fusion of Multiview Video Textures
-
Ruofei Du,
Ming Chuang,
Wayne Chang,
Hugues Hoppe,
Amitabh Varshney
- Plane-Based Multi-View Inpainting for Image-Based Rendering in Large Scenes
-
Julien Philip,
George Drettakis
Papers Session H
- What You Sketch Is What You Get: 3D Sketching using Multi-View Deep Volumetric Prediction
-
Johanna Delanoy,
Adrien Bousseau,
Mathieu Aubry,
Phillip Isola,
Alexei A. Efros
- Interactive Sketch-Based Normal Map Generation with Deep Neural Networks
-
Wanchao Su, Dong Du, Xin Yang, Shizhe Zhou,
Hongbo Fu
- Sculpting Mountains: Interactive Terrain Modeling Based on Subsurface Geology
(TVCG paper)
-
Guillaume Cordonnier,
Marie-Paule Cani,
Bedrich Benes,
Jean Braun,
Eric Galin
- Efficient Screen-Space Rendering of Vector Features on Virtual Terrains
-
Alex Frasson, Tiago Augusto Engel, Cesar Tadeu Pozzer
Papers Session I
- Fast Behavioral Locomotion with Layered Navigation Meshes
-
Alain Juarez-Perez,
Marcelo Kallmann
- Mutual Collision Avoidance During Walking in Real and Collaborative Virtual Environments
-
Iana Podkosova,
Hannes Kaufmann
- An Emotion Evolution based Model for Group Behavior Simulation
-
Hao Jiang,
Zhigang Deng,
Mingliang Xu, Xiangjun He, Tianlu Mao, Zhaoqi Wang
- A Framework for Simulating Agent-Based Cooperative Tasks in Crowd Simulation
-
Sai-Keung Wong,
Yi-Hung Chou, Hsiang-Yu Yang
Papers Session J
- Tile-based Pattern Design with Topology Control
-
Xiaojun Bian,
Li-Yi Wei,
Sylvain Lefebvre
- Urban Weathering: Interactive Rendering of Polluted Cities
(TVCG paper)
-
Imanol Munoz-Pandiella, Carles Bosch, Nicolas Merillou, Gustavo Patow, Stephane Merillou,
Xavier Pueyo
- Shape-Inspired Architectural Design
-
Weidan Xiong, Pengbo Zhang,
Pedro V. Sander,
Ajay Joneja
- Transport Path Precomputation for Real-time Room Reverb
-
Gregor Muckl,
Carsten Dachsbacher
kesen.huang@gmail.com