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I3D '17: Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
ACM2017 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
I3D '17: Symposium on Interactive 3D Graphics and Games San Francisco California February 25 - 27, 2017
ISBN:
978-1-4503-4886-7
Published:
25 February 2017
Sponsors:
Next Conference
May 8 - 10, 2024
Philadelphia , PA , USA
Bibliometrics
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Abstract

Over the past three decades, the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D) has showcased exceptional progress from academic and industrial research covering all aspects of interactive computer graphics.

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SESSION: Tiling, probing, and culling
research-article
Tiled light trees

Handling many light sources in real-time is still one of the big challenges in real-time graphics [Sousa and Geffroy 2016; Garawany 2016]. Even the most recent approaches like practical clustered shading still have various problem cases with low ...

research-article
Real-time global illumination using precomputed light field probes

We introduce a new data structure and algorithms that employ it to compute real-time global illumination from static environments. Light field probes encode a scene's full light field and internal visibility. They extend current radiance and irradiance ...

SESSION: Deformations and collisions
research-article
Public Access
Interactive cage generation for mesh deformation

Many previous efforts have been focused on generating optimal coordinates for cage deformation; cage generation for 3D models has been relatively understudied. We introduce an efficient complete pipeline to generate high quality cages for 3D models with ...

research-article
Parallel continuous collision detection for high-performance GPU cluster

Continuous collision detection (CCD) is a process to interpolate the trajectory of polygons and detect collisions between successive time steps. However, primitive-level CCD is a very time-consuming process especially for a large number of moving ...

SESSION: Real-time rendering
research-article
Public Access
Honorable Mention
Honorable Mention
Real-time fiber-level cloth rendering

Modeling cloth with fiber-level geometry can produce highly realistic details. However, rendering fiber-level cloth models not only has a high memory cost but it also has a high computation cost even for offline rendering applications. In this paper we ...

research-article
Responsive real-time grass rendering for general 3D scenes

Grass plays an important role in most natural environments. Most interactive applications use image-based techniques to approximate fields of grass due to the high geometrical complexity, leading to visual artifacts. In this paper, we propose a grass-...

research-article
Hashed alpha testing

Renderers apply alpha testing to mask out complex silhouettes using alpha textures on simple proxy geometry. While widely used, alpha testing has a long-standing problem that is underreported in the literature, but observable in commercial games: ...

SESSION: Sketch- and feature-based modeling
research-article
How2Sketch: generating easy-to-follow tutorials for sketching 3D objects

Accurately drawing 3D objects is difficult for untrained individuals, as it requires an understanding of perspective and its effects on geometry and proportions. Step-by-step tutorials break the complex task of sketching an entire object down into easy-...

research-article
Sketch-based guided modeling of 3D buildings from oriented photos

Capturing urban scenes using photogrammetric methods has become an interesting alternative to laser scanning in the past years. For the reconstruction of CAD-ready 3D models, two main types of interactive approaches have become prevalent: One uses the ...

research-article
Honorable Mention
Honorable Mention
Feature-based volumetric terrain generation

Two-dimensional heightfields are the most common data structure used for storing and rendering of terrain in offline rendering and especially real-time computer graphics. By its very nature, a heightfield cannot store terrain structures with multiple ...

SESSION: Triangulation, fluids, and volumes
research-article
Computing delaunay refinement using the GPU

We propose the first working GPU algorithm for the 2D Delaunay refinement problem. Our algorithm adds Steiner points to an input planar straight line graph (PSLG) to generate a constrained Delaunay mesh with triangles having no angle smaller than an ...

research-article
Real-time high-quality surface rendering for large scale particle-based fluids

Particle-based methods like Smoothed Particle Hydrodynamics (SPH) are increasingly adopted for large scale fluid simulation in interactive computer graphics. However, surface rendering for such dynamic particle sets is challenging: current methods ...

SESSION: Compression and displays
research-article
Best Paper
Best Paper
Compressing color data for voxelized surface geometry
Article No.: 13, pp 1–10https://doi.org/10.1145/3023368.3023381

We explore the problem of decoupling color information from geometry in large scenes of voxelized surfaces and of compressing the array of colors without introducing disturbing artifacts. First, we present a novel method for connecting each node in a ...

research-article
MPTC: video rendering for virtual screens using compressed textures

We present a new method, Motion Picture Texture Compression (MPTC), to compress a series of video frames into a compressed video-texture format, such that the decoded output can be rendered using commodity texture mapping hardware. Our approach reduces ...

research-article
Public Access
Honorable Mention
Honorable Mention
Scene-adaptive high dynamic range display for low latency augmented reality

For generalized augmented reality to be feasible, the augmenting elements must be visible in varied environments and under rapidly changing, high dynamic range lighting, from bright sunlight to deep shadows. We present a high dynamic range, optical see-...

SESSION: Ray tracing acceleration structures and kernels
research-article
Path compression kd-trees with multi-layer parallel construction a case study on ray tracing

Kd-tree is a fundamental data structure with extensive applications in computer graphics. The performance of many interactive applications such as real-time ray tracing hinges on the construction and traversal efficiency of kd-trees. In recent years, ...

POSTER SESSION: Poster abstracts
abstract
ANEEME: interactive mesh cutting using 3D snakes for automatic skeletal rigging of scanned character models

ANEEME is a system for automatic skeletal rigging of 3D scanned humanoid objects such as toys, figurines, sculptures and even humans. Unlike other automatic skeletal rigging techniques, ANEEME does not require humanoid objects to be in a specific pose, (...

abstract
Animating escape maneuvers for a school of fish

A school of fish exhibit a variety of distinctive maneuvers to escape from predators. Although these escape maneuvers have long been observed and studied in the fields of biology and ecology, they have not been sufficiently modeled in computer graphics. ...

abstract
Real-time procedural generation of a growing corn model

We present a method for the real-time procedural generation of a growing plant based on biological rules and physical assumptions, using corn as our model organism. Circular contours and segments of spirals are used to model the plant modules, i.e. leaf ...

abstract
Real-time sound propagation hardware accelerator for immersive virtual reality 3D audio

In order to support the realistic virtual reality environment, it is necessary to reproduce virtual space and virtual acoustic space. The multi-channel audio system or a 3D sound technology using head related transfer function (HRTF) is used to ...

abstract
Textured splat based rendering for stylized shading

To create brush-stroke style animation with temporal coherence, the artist needs to refer the previous frame carefully for drawing. Moreover, brush-stroke lighting style is challenging to animate coherently because it dynamically changes and contains ...

abstract
Public Access
Towards imperceptible redirected walking: integrating a distractor into the immersive experience

Physically walking in a virtual world has been repeatedly demonstrated to be superior to navigation with game controllers and the like. The problem is that virtual worlds are often much larger than the available physical space. Redirected walking, a ...

Contributors
  • University of Maryland, Baltimore County (UMBC)
  • Edinburgh Napier University
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Acceptance Rates

I3D '17 Paper Acceptance Rate16of45submissions,36%Overall Acceptance Rate148of485submissions,31%
YearSubmittedAcceptedRate
I3D '17451636%
I3D '11642438%
I3D '031022726%
I3D '01843137%
I3D '991052625%
I3D '97852428%
Overall48514831%