Export Citations
Save this search
Please login to be able to save your searches and receive alerts for new content matching your search criteria.
- research-articleMay 2019
Adaptive pointcloud segmentation for assisted interactions
- Harald Steinlechner,
- Bernhard Rainer,
- Michael Schwärzler,
- Georg Haaser,
- Attila Szabo,
- Stefan Maierhofer,
- Michael Wimmer
I3D '19: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and GamesArticle No.: 14, Pages 1–9https://doi.org/10.1145/3306131.3317023In this work, we propose an interaction-driven approach streamlined to support and improve a wide range of real-time 2D interaction metaphors for arbitrarily large pointclouds based on detected primitive shapes. Rather than performing shape detection as ...
- research-articleMay 2019
Incrementally baked global illumination
I3D '19: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and GamesArticle No.: 4, Pages 1–10https://doi.org/10.1145/3306131.3317015Global Illumination is affected by the slightest change in a 3D scene, requiring a complete reevaluation of the distributed light. In cases where real-time algorithms are not applicable due to high demands on the achievable accuracy, this recomputation ...
- research-articleFebruary 2017
Responsive real-time grass rendering for general 3D scenes
I3D '17: Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and GamesArticle No.: 6, Pages 1–10https://doi.org/10.1145/3023368.3023380Grass 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-articleFebruary 2017
Sketch-based guided modeling of 3D buildings from oriented photos
I3D '17: Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and GamesArticle No.: 9, Pages 1–8https://doi.org/10.1145/3023368.3023374Capturing 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 ...
- posterFebruary 2015
Depixelizing pixel art in real-time
i3D '15: Proceedings of the 19th Symposium on Interactive 3D Graphics and GamesPage 130https://doi.org/10.1145/2699276.2721395Pixel art was frequently employed in games of the 90s and earlier. On today's large and high-resolution displays, pixel art looks blocky. Recently, an algorithm was introduced [Kopf and Lischinski 2011] to create a smooth, resolution-independent vector ...
- research-articleFebruary 2015
Parallel Reyes-style adaptive subdivision with bounded memory usage
i3D '15: Proceedings of the 19th Symposium on Interactive 3D Graphics and GamesPages 39–45https://doi.org/10.1145/2699276.2699289Recent advances in graphics hardware have made it a desirable goal to implement the Reyes algorithm on current graphics cards. One key component in this algorithm is the bound-and-split phase, where surface patches are recursively split until they are ...
- research-articleMarch 2013
Fast light-map computation with virtual polygon lights
I3D '13: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and GamesPages 87–94https://doi.org/10.1145/2448196.2448210We propose a new method for the fast computation of light maps using a many-light global-illumination solution. A complete scene can be light mapped on the order of seconds to minutes, allowing fast and consistent previews for editing or even generation ...
- research-articleMarch 2013
Fast percentage closer soft shadows using temporal coherence
I3D '13: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and GamesPages 79–86https://doi.org/10.1145/2448196.2448209We propose a novel way to efficiently calculate soft shadows in real-time applications by overcoming the high computational effort involved with the complex corresponding visibility estimation each frame: We exploit the temporal coherence prevalent in ...
- research-articleFebruary 2011
Shadow caster culling for efficient shadow mapping
I3D '11: Symposium on Interactive 3D Graphics and GamesPages 81–88https://doi.org/10.1145/1944745.1944759We propose a novel method for efficient construction of shadow maps by culling shadow casters which do not contribute to visible shadows. The method uses a mask of potential shadow receivers to cull shadow casters using a hierarchical occlusion culling ...
- research-articleFebruary 2010
Efficient irradiance normal mapping
I3D '10: Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and GamesPages 189–195https://doi.org/10.1145/1730804.1730835Irradiance normal mapping is a method to combine two popular techniques, light mapping and normal mapping, and is used in games such as Half-Life 2 or Halo 3. This combination allows using low-resolution light caching on surfaces with only a few ...
- research-articleFebruary 2009
Efficient and practical audio-visual rendering for games using crossmodal perception
I3D '09: Proceedings of the 2009 symposium on Interactive 3D graphics and gamesPages 177–182https://doi.org/10.1145/1507149.1507178Interactive applications such as computer games, are inherently audio visual, requiring high-quality rendering of complex 3D audio soundscapes and graphics environments. A frequent source of audio events is impact sounds, typically generated with ...
- ArticleApril 2007
Queried virtual shadow maps
I3D '07: Proceedings of the 2007 symposium on Interactive 3D graphics and gamesPages 65–72https://doi.org/10.1145/1230100.1230112Shadowing scenes by shadow mapping has long suffered from the fundamental problem of undersampling artifacts due to too low shadow map resolution, leading to so-called perspective and projection aliasing.
In this paper we present a new real-time shadow ...
- ArticleApril 2005
Automatic impostor placement for guaranteed frame rates and low memory requirements
I3D '05: Proceedings of the 2005 symposium on Interactive 3D graphics and gamesPages 103–110https://doi.org/10.1145/1053427.1053444Impostors are image-based primitives commonly used to replace complex geometry in order to reduce the rendering time needed for displaying complex scenes. However, a big problem is the huge amount of memory required for impostors. This paper presents an ...