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SI3D 2010: Washington, DC, USA
- Daniel G. Aliaga, Manuel M. Oliveira, Amitabh Varshney, Chris Wyman:
Proceedings of the 2010 Symposium on Interactive 3D Graphics, SI3D 2010, February 19-21, 2010, Washington, DC, USA. ACM 2010, ISBN 978-1-60558-939-8
Physics simulation
- Min Tang, Dinesh Manocha, Ruofeng Tong:
Fast continuous collision detection using deforming non-penetration filters. 7-13 - Jonathan M. Cohen, Sarah Tariq, Simon Green:
Interactive fluid-particle simulation using translating Eulerian grids. 15-22
Character animation
- Nils Hasler, Thorsten Thormählen, Bodo Rosenhahn, Hans-Peter Seidel:
Learning skeletons for shape and pose. 23-30 - Christian Miller, Okan Arikan, Don Fussell:
Frankenrigs: building character rigs from multiple sources. 31-38 - Jianyuan Min, Huajun Liu, Jinxiang Chai:
Synthesis and editing of personalized stylistic human motion. 39-46
Fast rendering representations
- Rafael P. Torchelsen, Luiz F. Scheidegger, Guilherme N. Oliveira, Rui Bastos, João Luiz Dihl Comba:
Real-time multi-agent path planning on arbitrary surfaces. 47-54 - Samuli Laine, Tero Karras:
Efficient sparse voxel octrees. 55-63 - Peter Lindstrom, Jonathan D. Cohen:
On-the-fly decompression and rendering of multiresolution terrain. 65-73
GPU architectures and techniques
- Fang Liu, Meng-Cheng Huang, Xuehui Liu, Enhua Wu:
FreePipe: a programmable parallel rendering architecture for efficient multi-fragment effects. 75-82 - Thanh-Tung Cao, Ke Tang, Anis Mohamed, Tiow Seng Tan:
Parallel Banding Algorithm to compute exact distance transform with the GPU. 83-90 - Robert Herzog, Elmar Eisemann, Karol Myszkowski, Hans-Peter Seidel:
Spatio-temporal upsampling on the GPU. 91-98
Scattering and light propagation
- Anton Kaplanyan, Carsten Dachsbacher:
Cascaded light propagation volumes for real-time indirect illumination. 99-107 - Wei Hu, Zhao Dong, Ivo Ihrke, Thorsten Grosch, Guodong Yuan, Hans-Peter Seidel:
Interactive volume caustics in single-scattering media. 109-117 - Thomas Engelhardt, Carsten Dachsbacher:
Epipolar sampling for shadows and crepuscular rays in participating media with single scattering. 119-125
NPR and surface enhancement
- Jingwan Lu, Pedro V. Sander, Adam Finkelstein:
Interactive painterly stylization of images, videos and 3D animations. 127-134 - William Baxter, Naga K. Govindaraju:
Simple data-driven modeling of brushes. 135-142 - Romain Vergne, Romain Pacanowski, Pascal Barla, Xavier Granier, Christophe Schlick:
Radiance Scaling for versatile surface enhancement. 143-150
Shadows and transparency
- Bradford James Loos, Peter-Pike J. Sloan:
Volumetric obscurance. 151-156 - Eric Enderton, Erik Sintorn, Peter Shirley, David P. Luebke:
Stochastic transparency. 157-164 - Jon Jansen, Louis Bavoil:
Fourier opacity mapping. 165-172
Normals and textures
- Matthäus G. Chajdas, Sylvain Lefebvre, Marc Stamminger:
Assisted texture assignment. 173-179 - Marc Olano, Dan Baker:
LEAN mapping. 181-188 - Ralf Habel, Michael Wimmer:
Efficient irradiance normal mapping. 189-195
Posters
- Fahad Zafar, Marc Olano:
Tiny encryption algorithm for parallel random numbers on the GPU. - Michéal Larkin, Sebastian Parisy, Simon Dobbyn, Carol O'Sullivan:
Every last detail: density based level of detail control for crowd rendering. - Marcos Slomp, Matthew W. Johnson, Toru Tamaki, Kazufumi Kaneda:
Photorealistic real-time rendering of spherical raindrops with hierarchical reflective and refractive maps. - Sriram Kashyap, Rhushabh Goradia, Parag Chaudhuri, Sharat Chandran:
Real time ray tracing of point-based models. - Ke Xie, Xiaohui Liang, Yubo Liu, Zhiying He:
An adaptive splitting and transmission control method for rendering point model on mobile devices. - Guillaume Gilet, Jean-Michel Dischler:
Procedural texture particles. - Matt Boggus, Roger Crawfis:
Distance based illumination as a navigational aid. - Ming Chuang, Michael M. Kazhdan:
A real-time screened-Poisson solver for interactive surface editing. - Martin Prazák, Ladislav Kavan, Rachel McDonnell, Rachel Dobbyn, Carol O'Sullivan:
Moving crowds: a linear animation system for crowd simulation. - Yin Yang, Guodong Rong, Luis G. Torres, Xiaohu Guo:
Spectral simulation of hybrid bodies with deformable and rigid materials. - Peter Djeu:
Quickly bounding diagonal edge lengths in tessellated bilinear patches. - Morgan McGuire:
Ambient occlusion volumes. - Hongwei Li, Diego Nehab, Li-Yi Wei, Pedro V. Sander, Chi-Wing Fu:
Fast capacity constrained Voronoi tessellation. - Trevor M. O'Brien, David H. Laidlaw:
Toward a machine learning approach for classifying user goals from user interactions. - Christopher Vo, Jyh-Ming Lien:
Following multiple unpredictable coherent targets among obstacles. - Ying-Chieh Chen, Chun-Fa Chang, Wan-Chun Ma:
Asynchronous rendering. - Rajeev Penmatsa, Greg Nichols, Chris Wyman:
Voxel-space ambient occlusion. - Zhao Dong, Baoguang Yang:
Variance soft shadow mapping. - Han-Young Jang, Dong-young Kim, JungHyun Han:
Feature-preserving deformation of tessellated surfaces. - Jose Ricardo da Silva Jr., Esteban Walter Gonzalez Clua, Paulo A. Pagliosa, Anselmo Antunes Montenegro:
Fluid simulation with rigid body triangle accuracy collision using an heterogeneous GPU/CPU hardware system. - Greg Nichols, Rajeev Penmatsa, Chris Wyman:
Direct illumination from dynamic area lights with visibility. - Ruben Michaël Smelik, Rafael Bidarra:
Real-time rendering of river networks. - Junfeng Yao, Hui Zhang, Feng Chen, Andy Ju An Wang:
Research and application of 3D engine in the simulation of natural scene. - Bo Zhu, Xuekun Fu:
BoBlossom: modeling growing plants in games.
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