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Proceedings of the ACM on Computer Graphics and Interactive Techniques, Volume 7
Volume 7, Number 1, May 2024
- Yuki Nishidate, Issei Fujishiro:
Efficient Particle-Based Fluid Surface Reconstruction Using Mesh Shaders and Bidirectional Two-Level Grids. 1:1-1:14 - Zitan Liu, Yikai Huang, Ligang Liu:
ShaderPerFormer: Platform-independent Context-aware Shader Performance Predictor. 2:1-2:17 - Thomas Deliot, Eric Heitz, Laurent Belcour:
Transforming a Non-Differentiable Rasterizer into a Differentiable One with Stochastic Gradient Estimation. 3:1-3:16
- Siqi Guo, Minsoo Choi, Dominic Kao, Christos Mousas:
Collaborating with my Doppelgänger: The Effects of Self-similar Appearance and Voice of a Virtual Character during a Jigsaw Puzzle Co-solving Task. 4:1-4:23 - Martin Dinkov, Sumanta Pattanaik, Ryan P. McMahan:
Perceptions of Hybrid Lighting for Virtual Reality. 5:1-5:20 - Boyuan Chen, Xinan Yan, Xuning Hu, Dominic Kao, Hai-Ning Liang:
Impact of Tutorial Modes with Different Time Flow Rates in Virtual Reality Games. 6:1-6:19 - Cem Yuksel:
Skill-Based Matchmaking for Competitive Two-Player Games. 7:1-7:19
- Tianxing Li, Rui Shi, Zihui Li, Takashi Kanai, Qing Zhu:
Efficient Deformation Learning of Varied Garments with a Structure-Preserving Multilevel Framework. 8:1-8:19 - Bilas Talukdar, Yunhao Zhang, Tomer Weiss:
Learning Crowd Motion Dynamics with Crowds. 9:1-9:17
- Yusuke Tokuyoshi, Kenta Eto:
Bounded VNDF Sampling for the Smith-GGX BRDF. 10:1-10:18 - Thomas Roughton, Peter-Pike Sloan, Ari Silvennoinen, Michal Iwanicki, Peter Shirley:
ZH3: Quadratic Zonal Harmonics. 11:1-11:15 - Ana Granizo-Hidalgo, Nicolas Holzschuch:
Interactive Rendering of Caustics using Dimension Reduction for Manifold Next-Event Estimation. 12:1-12:16
- William Donnelly, Alan Wolfe, Judith Bütepage, Jon Valdés:
FAST: Filter-Adapted Spatio-Temporal Sampling for Real-Time Rendering. 13:1-13:16 - Matt Pharr, Bartlomiej Wronski, Marco Salvi, Marcos Fajardo:
Filtering After Shading With Stochastic Texture Filtering. 14:1-14:20 - Reiner Dolp, Johannes Hanika, Carsten Dachsbacher:
A Fast GPU Schedule For À-Trous Wavelet-Based Denoisers. 15:1-15:18
- Panagiotis Papantonakis, Georgios Kopanas, Bernhard Kerbl, Alexandre Lanvin, George Drettakis:
Reducing the Memory Footprint of 3D Gaussian Splatting. 16:1-16:17 - Markus Schütz, Lukas Herzberger, Michael Wimmer:
SimLOD: Simultaneous LOD Generation and Rendering for Point Clouds. 17:1-17:20 - Wenbo Chen, Ligang Liu:
Deblur-GS: 3D Gaussian Splatting from Camera Motion Blurred Images. 18:1-18:15 - Ajinkya Gavane, Benjamin Watson:
Light Field Display Point Rendering. 19:1-19:18
- Nicolas Rosset, Régis Duvigneau, Adrien Bousseau, Guillaume Cordonnier:
Windblown sand around obstacles - simulation and validation of deposition patterns. 20:1-20:13
- Zhi Ying, Nicholas Edwards, Mikhail Kutuzov:
Efficient Visibility Approximation for Game AI using Neural Omnidirectional Distance Fields. 21:1-21:15 - Binglun Wang, Niladri Shekhar Dutt, Niloy J. Mitra:
ProteusNeRF: Fast Lightweight NeRF Editing using 3D-Aware Image Context. 22:1-22:17 - Safa C. Medin, Gengyan Li, Ruofei Du, Stephan J. Garbin, Philip Davidson, Gregory W. Wornell, Thabo Beeler, Abhimitra Meka:
FaceFolds: Meshed Radiance Manifolds for Efficient Volumetric Rendering of Dynamic Faces. 23:1-23:17
Volume 7, Number 2, May 2024
- Kateryna Melnyk, Lee Friedman, Dmytro Katrychuk, Oleg Komogortsev:
Per-Subject Oculomotor Plant Mathematical Models and the Reliability of Their Parameters. 24:1-24:20 - Viet Dung Nguyen, Reynold Bailey, Gabriel J. Diaz, Chengyi Ma, Alexander Fix, Alexander Ororbia:
Deep Domain Adaptation: A Sim2Real Neural Approach for Improving Eye-Tracking Systems. 25:1-25:17 - Virmarie Maquiling, Sean Anthony Byrne, Diederick C. Niehorster, Marcus Nyström, Enkelejda Kasneci:
Zero-Shot Segmentation of Eye Features Using the Segment Anything Model (SAM). 26:1-26:16 - Kevin Barkevich, Reynold Bailey, Gabriel J. Diaz:
Using Deep Learning to Increase Eye-Tracking Robustness, Accuracy, and Precision in Virtual Reality. 27:1-27:16 - Nerea Aranjuelo, Siyu Huang, Ignacio Arganda-Carreras, Luis Unzueta, Oihana Otaegui, Hanspeter Pfister, Donglai Wei:
Learning Gaze-aware Compositional GAN from Limited Annotations. 28:1-28:17 - Derek C. W. Tong, Xuet Ying Tan, Alex Q. Chen:
Eye Strokes: An Eye-gaze Drawing System for Mandarin Characters. 29:1-29:15
Volume 7, Number 3, August 2024
- Carsten Benthin, Daniel Meister, Joshua Barczak, Rohan Mehalwal, John A. Tsakok, Andrew Kensler:
H-PLOC: Hierarchical Parallel Locally-Ordered Clustering for Bounding Volume Hierarchy Construction. 30:1-30:14 - Anis Benyoub, Jonathan Dupuy:
Concurrent Binary Trees for Large-Scale Game Components. 31:1-31:18 - Martin Kácerik, Jirí Bittner:
SAH-Optimized k-DOP Hierarchies for Ray Tracing. 32:1-32:16 - Lukas Kandlbinder, Addis Dittebrandt, Alexander Schipek, Carsten Dachsbacher:
Optimizing Path Termination for Radiance Caching Through Explicit Variance Trading. 33:1-33:19 - Fei Lee, Jia-Wun Jhang, Chun-Fa Chang:
Photon-Driven Manifold Sampling. 34:1-34:16 - Raph Levien, Arman Uguray:
GPU-friendly Stroke Expansion. 35:1-35:29 - Mirco Werner, Vincent Schüßler, Carsten Dachsbacher:
ReSTIR Subsurface Scattering for Real-Time Path Tracing. 36:1-36:19 - Jan Kelling, Daniel Ströter, Arjan Kuijper:
Light Path Guided Culling for Hybrid Real-Time Path Tracing. 37:1-37:17 - Wolfgang Tatzgern, Alexander Weinrauch, Pascal Stadlbauer, Joerg H. Mueller, Martin Winter, Markus Steinberger:
Radiance Caching with On-Surface Caches for Real-Time Global Illumination. 38:1-38:17 - Michael Steiner, Thomas Köhler, Lukas Radl, Markus Steinberger:
Frustum Volume Caching for Accelerated NeRF Rendering. 39:1-39:22 - Elena Denisova, Leonardo Bocchi:
Converging Algorithm-Agnostic Denoising for Monte Carlo Rendering. 40:1-40:16 - Shu-Ho Fan, Kai-Wen Hsiao, Kai Yi Tan, Chih-Yuan Yao, Hung-Kuo Chu:
Aliasing Detection in Rendered Images via a Multi-Task Learning. 41:1-41:12 - Antoine Richermoz, Fabrice Neyret:
GigaVoxels DP: Starvation-Less Render and Production for Large and Detailed Volumetric Worlds Walkthrough. 42:1-42:11 - Thibault Tricard:
Interval Shading: using Mesh Shaders to generate shading intervals for volume rendering. 43:1-43:11 - Daniel Meister, Paritosh Kulkarni, Aaryaman Vasishta, Takahiro Harada:
HIPRT: A Ray Tracing Framework in HIP. 44:1-44:18 - Gustaf Waldemarson, Michael C. Doggett:
Succinct Opacity Micromaps. 45:1-45:18 - Joshua Barczak, Carsten Benthin, David McAllister:
DGF: A Dense, Hardware-Friendly Geometry Format for Lossily Compressing Meshlets with Arbitrary Topologies. 46:1-46:17 - Bastian Kuth, Max Oberberger, Carsten Faber, Dominik Baumeister, Matthäus G. Chajdas, Quirin Meyer:
Real-Time Procedural Generation with GPU Work Graphs. 47:1-47:16 - Rahul Goel, Markus Schütz, P. J. Narayanan, Bernhard Kerbl:
Real-Time Decompression and Rasterization of Massive Point Clouds. 48:1-48:15 - Nicolas Lutz, Arnaud Schoentgen, Guillaume Gilet:
Fast orientable aperiodic ocean synthesis using tiling and blending. 49:1-49:22 - Simon Andreasson, Linus Östergaard, Prashant Goswami:
Parallel spatiotemporally adaptive DEM-based snow simulation. 50:1-50:20
Volume 7, Number 4, July 2024
- Weidi Zhang, Lijiaozi Cheng, Jieliang Luo:
ReCollection: Creating synthetic memories with AI in an interactive art installation. 51:1-51:10 - Florian Bruggisser, Chris Elvis Leisi, Pascal Lund-Jensen, Martin Fröhlich, Christopher Lloyd Salter:
reconFIGURE: Confronting Audiences with Digital Doppelgängers. 52:1-52:10 - Rem Rungu Lin, Botao Amber Hu, Koo Yongen Ke, Wei Wu, Kang Zhang:
Cell Space: Augmented Awareness of Intercorporeality. 53:1-53:10 - Ka Chi Chan:
'Sisyphus': A Robotic Vignette of Systemic Conflict and Democratic Endeavors. 54:1-54:6
- Avital Meshi:
GPT-ME: A Human-AI Cognitive Assemblage. 55:1-55:8 - Gaëtan Robillard, Jérôme Nika:
Critical Climate Machine: A Visual and Musical Exploration of Climate Misinformation through Machine Learning. 56:1-56:11 - Takumi Yokoyama, Kazuya Izumi, Tatsuki Fushimi, Yoichi Ochiai:
Floating on the Boundary: Perceptions of Reality in a Half-Digital Half-Physical Bunny. 57:1-57:10 - Nick Fox-Gieg:
Lightning Artist Toolkit: A Hand-Drawn Volumetric Animation Pipeline. 58:1-58:7
- Tengchao Zhou:
Southern Wind Algorist: Merging Nine Algorithms with Nine Gay Stories Written in Classical Chinese. 59:1-59:10 - Daniel Temkin:
The Olympus Programming Language. 60:1-60:8 - Arshia Sobhan, Philippe Pasquier, Adam R. Tindale:
Unveiling New Artistic Dimensions in Calligraphic Arabic Script with Generative Adversarial Networks. 61:1-61:12 - Jiayang Huang, Yue Huang, David Yip, Varvara Guljajeva:
Ephemera: Language as a Virus - AI-driven Interactive and Immersive Art Installation. 62:1-62:8
- Sharan R. Elran, Amit R. Zoran:
Probabilistic Craft- Materialization of generated images using digital and traditional craft. 63:1-63:10 - Ebru Kurbak:
Handcrafting in Zero Gravity: Reinventing the Spindle as An Artistic Intervention in Space Research. 64:1-64:11 - Tak-Cheung Hui, Yu-Chia Kuo:
A Concert in a Vanished Church: Contextualizing Peace Island's Auditory History with Modern Technology. 65:1-65:9
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