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SI3D 2009: Boston, Massachusetts, USA
- Eric Haines, Morgan McGuire, Daniel G. Aliaga, Manuel M. Oliveira, Stephen N. Spencer:
Proceedings of the 2009 Symposium on Interactive 3D Graphics, SI3D 2009, February 27 - March 1, 2009, Boston, Massachusetts, USA. ACM 2009, ISBN 978-1-60558-429-4
Large data sets
- James McCrae, Igor Mordatch, Michael Glueck, Azam Khan:
Multiscale 3D navigation. 7-14 - Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre, Elmar Eisemann:
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering. 15-22 - Behzad Sajadi, Yan Huang, Pablo Diaz-Gutierrez, Sung-Eui Yoon, M. Gopi:
A novel page-based data structure for interactive walkthroughs. 23-29
Mesh processing
- James E. Gain, Patrick C. Marais, Wolfgang Straßer:
Terrain sketching. 31-38 - Nico Galoppo, Miguel A. Otaduy, William Moss, Jason Sewall, Sean Curtis, Ming C. Lin:
Controlling deformable material with dynamic morph targets. 39-47 - Ladislav Kavan, Steven Collins, Carol O'Sullivan:
Automatic linearization of nonlinear skinning. 49-56
Global illumination
- Gregory S. Johnson, Warren A. Hunt, Allen Hux, William R. Mark, Christopher A. Burns, Stephen Junkins:
Soft irregular shadow mapping: fast, high-quality, and robust soft shadows. 57-66 - Erik Sintorn, Ulf Assarsson:
Hair self shadowing and transparency depth ordering using occupancy maps. 67-74 - Tobias Ritschel, Thorsten Grosch, Hans-Peter Seidel:
Approximating dynamic global illumination in image space. 75-82 - Greg Nichols, Chris Wyman:
Multiresolution splatting for indirect illumination. 83-90
Fluids
- Wladimir J. van der Laan, Simon Green, Miguel Sainz:
Screen space fluid rendering with curvature flow. 91-98 - Benjamin Long, Erik Reinhard:
Real-time fluid simulation using discrete sine/cosine transforms. 99-106 - Rama Hoetzlein, Tobias Höllerer:
Interactive water streams with sphere scan conversion. 107-114
Non-photorealistic rendering
- Forrester Cole, Adam Finkelstein:
Fast high-quality line visibility. 115-120 - Pierre Bénard, Adrien Bousseau, Joëlle Thollot:
Dynamic solid textures for real-time coherent stylization. 121-127 - Long Zhang, Ying He, Xuexiang Xie, Wei Chen:
Laplacian lines for real-time shape illustration. 129-136
Surfaces
- Christian Eisenacher, Quirin Meyer, Charles T. Loop:
Real-time view-dependent rendering of parametric surfaces. 137-143 - Jingyi Jin, Michael Garland, Edgar A. Ramos:
MLS-based scalar fields over triangle meshes and their application in mesh processing. 145-153 - Denis Kovacs, Jason Mitchell, Shanon Drone, Denis Zorin:
Real-time creased approximate subdivision surfaces. 155-160
Level of detail
- Thomas Engelhardt, Carsten Dachsbacher:
Granular visibility queries on the GPU. 161-167 - Liang Hu, Pedro V. Sander, Hugues Hoppe:
Parallel view-dependent refinement of progressive meshes. 169-176 - David Grelaud, Nicolas Bonneel, Michael Wimmer, Manuel Asselot, George Drettakis:
Efficient and practical audio-visual rendering for games using crossmodal perception. 177-182
Human motion
- Yen-Lin Chen, Jianyuan Min, Jinxiang Chai:
Flexible registration of human motion data with parameterized motion models. 183-190 - Zhigang Deng, Qin Gu, Qing Li:
Perceptually consistent example-based human motion retrieval. 191-198 - Matthew Flagg, Atsushi Nakazawa, Qiushuang Zhang, Sing Bing Kang, Young Kee Ryu, Irfan A. Essa, James M. Rehg:
Human video textures. 199-206
Navigation
- Barbara Yersin, Jonathan Maïm, Julien Pettré, Daniel Thalmann:
Crowd patches: populating large-scale virtual environments for real-time applications. 207-214 - Mubbasir Kapadia, Shawn Singh, William Hewlett, Petros Faloutsos:
Egocentric affordance fields in pedestrian steering. 215-223 - Michael Glueck, Keenan Crane, Sean Anderson, Andres Rutnik, Azam Khan:
Multiscale 3D reference visualization. 225-232
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