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I3D '06: Proceedings of the 2006 symposium on Interactive 3D graphics and games
ACM2006 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
Redwood City California March 14 - 17, 2006
ISBN:
978-1-59593-295-2
Published:
14 March 2006
Sponsors:

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Abstract

These proceedings represent the technical program for the "second annual" ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, held in Redwood City, California, March 14-17, 2006. I3D started as a workshop in 1986 and was held roughly bi-annually in 1990, 1992, 1995, 1997, 1999, 2001, 2003, and 2005. In 2005, I3D switched to an annual schedule, making 2006 the first I3D to be held on a year that would previously have been skipped. Our new annual status shows the degree to which interactive 3D graphics have permeated our field and society. I3D continues its emphasis on games, as the leading form of interactive application, and the industry that drives interactive 3D development and consumes the ideas, methods and results we produce. In the past, ideas incubated at I3D have taken years to percolate into common use, ideas like potentially visible sets, real-time shading, networked virtual environments, and real-time collision detection in large scenes. We are actively trying to shorten this chain, fostering communication between researchers and the game community.The 28 papers contained in this volume represent some of the best work in a wide range of topics surrounding interaction, 3D graphics, and games. They were selected from the 73 submissions from 11 countries on four continents through the diligent efforts of the international program committee and external reviewers, representing some of the best minds in the field. The review and selection process was managed entirely online, through an exceptionally successful week long virtual committee meeting. Committee members participated in sometimes-vigorous online discussion on the papers submitted, and had time to call in additional reviews when necessary. Further, the online discussion provided an audit trail of the discussions; so all committee members could clearly recall exactly what was said, making for a very fair, efficient (and cost effective) selection process. We were also able to rescue a number of exciting papers that might otherwise have been lost through a conditional acceptance process. We would like to offer a particularly heart-felt thanks to the committee members who served as shepherds for these gems in the rough.In addition to the papers program, we are expanding the posters program begun in 2005 to include innovative demonstrations as well. The posters and demos represent an opportunity for the I3D community to see and experience works in progress, new and exciting ideas not yet ready for publication, student projects, and innovative techniques in games or other commercial applications. Poster and demo presenters will give a brief teaser of their work in a "fast-forward" session, while still allowing the in-depth discussions that a casual poster setting allows.New this year, we are introducing a doctoral seminar. The doctoral seminar will allow in-progress PhD students to present their topics and research in an informal setting. Interactive discussion will be encouraged, allowing the future stars of I3D to show their work and get ideas for future directions from their peers, experts, and industry participants.

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SESSION: Precomputed transfer
Article
View-dependent precomputed light transport using nonlinear Gaussian function approximations

We propose a real-time method for rendering rigid objects with complex view-dependent effects under distant all-frequency lighting. Existing precomputed light transport approaches can render rich global illumination effects, but high-frequency view-...

Article
Photorealistic lighting with offset radiance transfer mapping

We propose a precomputation-based approach for the real-time rendering of scenes that include a number of complex illumination phenomena, such as radiosity and subsurface scattering, and allows interactive modification of camera and lighting parameters. ...

Article
Normal mapping for precomputed radiance transfer

Normal mapping is a variant of bump mapping that is commonly used in computer games. It models complex surface variations by explicitly storing a surface normal in a texture map. However, it has not been used with precomputed radiance transfer (PRT), a ...

SESSION: Modelling and animating humans
Article
Human hand modeling from surface anatomy

The human hand is an important interface with complex shape and movement. In virtual reality and gaming applications the use of an individualized rather than generic hand representation can increase the sense of immersion and in some cases may lead to ...

Article
Human motion estimation from a reduced marker set

Motion capture data from human subjects exhibits considerable redundancy. In this paper, we propose novel methods for exploiting this redundancy. In particular, we set out to find a subset of motion-capture markers that are able to provide fast and high-...

Article
Animating blendshape faces by cross-mapping motion capture data

Animating 3D faces to achieve compelling realism is a challenging task in the entertainment industry. Previously proposed face transfer approaches generally require a high-quality animated source face in order to transfer its motion to new 3D faces. In ...

Article
Knowing when to put your foot down

Footskate, where a character's foot slides on the ground when it should be planted firmly, is a common artifact resulting from almost any attempt to modify motion capture data. We describe an online method for fixing footskate that requires no manual ...

SESSION: Shader-based rendering
Article
Relief mapping of non-height-field surface details

The ability to represent non-height-field mesostructure details is of great importance for rendering complex surface patterns, such as weave and multilayer structures. Currently, such representations are based on the use of 3D textures or large datasets ...

Article
Dynamic parallax occlusion mapping with approximate soft shadows

This paper presents a per-pixel ray tracing algorithm with dynamic lighting of surfaces in real-time on the GPU. First, we propose a method for increased precision of the critical ray-height field intersection and adaptive height field sampling. We ...

Article
Fast scene voxelization and applications

This paper presents a novel approach that uses graphics hardware to dynamically calculate a voxel-based representation of a scene. The voxelization is obtained on run-time in the order of milliseconds, even for complex and dynamic scenes containing more ...

Article
Abstract shade trees

As GPU-powered special effects become more sophisticated, it becomes harder to create and manage effect interaction using the fairly primitive shading languages. This difficulty also introduces a workflow problem: artists design effects but only ...

SESSION: Realism
Article
Approximate ambient occlusion for trees

Natural scenes contain large amounts of geometry, such as hundreds of thousands or even millions of tree leaves and grass blades. Subtle lighting effects present in such environments usually include a significant amount of occlusion effects and lighting ...

Article
Splatting indirect illumination

In this paper we present a novel method for plausible real-time rendering of indirect illumination effects for diffuse and non-diffuse surfaces. The scene geometry causing indirect illumination is captured by an extended shadow map, as proposed in ...

Article
Interactive sound synthesis for large scale environments

We present an interactive approach for generating realistic physically-based sounds from rigid-body dynamic simulations. We use spring-mass systems to model each object's local deformation and vibration, which we demonstrate to be an adequate ...

SESSION: Distance fields
Article
Jump flooding in GPU with applications to Voronoi diagram and distance transform

This paper studies jump flooding as an algorithmic paradigm in the general purpose computation with GPU. As an example application of jump flooding, the paper discusses a constant time algorithm on GPU to compute an approximation to the Voronoi diagram ...

Article
Interactive 3D distance field computation using linear factorization

We present an interactive algorithm to compute discretized 3D Euclidean distance fields. Given a set of piecewise linear geometric primitives, our algorithm computes the distance field for each slice of a uniform spatial grid. We express the non-linear ...

Article
Real-time texture-mapped vector glyphs

We present a vector graphics representation suitable for real-time rendering on GPUs. Our representation can be used in place of a texture map, and renders precise antialiased edges at any magnification. A combination of texture data and procedural ...

SESSION: Non-traditional rendering
Article
Multi-scale line drawings from 3D meshes

We present a method to view-dependently control the size of shape features depicted in computer-generated line drawings of 3D meshes. Our method exhibits good temporal coherence during level of detail transitions, and is fast because the calculations ...

Article
The depth discontinuity occlusion camera

Rendering a scene using a single depth image suffers from disocclusion errors as the view translates away from the reference view. We present the depth discontinuity occlusion camera (DDOC), a non-pinhole camera that samples surfaces which are hidden in ...

SESSION: Caustics and shadows
Article
Interactive refraction on complex static geometry using spherical harmonics

Accurate refraction, thanks to raytracing, has always been a popular effect in computer graphics imagery. However, its use has been severely hindered in interactive rendering due to the lack of efficient and realistic techniques geared toward polygon ...

Article
Interactive image-space techniques for approximating caustics

Interactive applications require simplifications to lighting, geometry, and material properties that preclude many effects encountered in the physical world. Until recently only the most simplistic reflections and refractions could be performed ...

Article
Variance shadow maps

Shadow maps are a widely used shadowing technique in real time graphics. One major drawback of their use is that they cannot be filtered in the same way as color textures, typically leading to severe aliasing. This paper introduces variance shadow maps, ...

SESSION: Navigation and interaction
Article
ShowMotion: camera motion based 3D design review

We describe a new interactive system for 3D design review, built to exploit the visual perception cue of motion parallax, in order to enhance shape perception and aesthetic evaluation. Traditional CAD applications typically use "bookmarked" static views ...

Article
Assisted and automatic navigation in black oil reservoir models based on probabilistic roadmaps

Three-dimensional visualization is a valuable technique in the oil industry. One of its important applications is for inspecting black oil reservoir models, allowing engineers to design and analyze different model configurations, focusing on maximum ...

Article
Two-D or not Two-D: gender implications of visual cognition in electronic games

Are there repercussions from 3D graphics being used in the majority of current video games? This research investigates whether the use of 2D and 3D graphics in video games affect the extent of how attracted a male is to playing an electronic game versus ...

SESSION: Meshes
Article
Hardware accelerated multi-resolution geometry synthesis

In this paper, we propose a new technique for hardware accelerated multi-resolution geometry synthesis. The level of detail for a given viewpoint is created on-the-fly, allowing for an almost unlimited model resolution in rendering without excessive ...

Article
Perceptually driven interactive geometry remeshing

Visual patterns on the surface of an object, such as two dimensional texture, are taken into consideration as part of the geometry remeshing process. Given a parameterized mesh and a texture map, the visual perceptual properties of the texture are first ...

Article
Triangle order optimization for graphics hardware computation culling

We describe an automatic preprocessing algorithm that reorders triangles in a mesh so as to enable the graphics hardware to efficiently cull vertex and pixel processing at rendering time.Our method starts by dividing the mesh into planar clusters which ...

Contributors
  • University of Maryland, Baltimore County (UMBC)
  • University of California, Berkeley
  1. Proceedings of the 2006 symposium on Interactive 3D graphics and games
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      Recommendations

      Acceptance Rates

      Overall Acceptance Rate 148 of 485 submissions, 31%
      YearSubmittedAcceptedRate
      I3D '17451636%
      I3D '11642438%
      I3D '031022726%
      I3D '01843137%
      I3D '991052625%
      I3D '97852428%
      Overall48514831%