Title Sponsors:

Microsoft Research

Intel Research

Disney Research Disney Interactive Studios Disney Imagineering

NVIDIA Research



Research Papers

Below is a list of the accepted papers to be presented at ACM I3D 2011. Refer to the final program for the presentation time of each paper session.

Filtering and Reconstruction

A Local Image Reconstruction Algorithm for Stochastic Rendering
Peter Shirley, Timo Aila, Jonathan Cohen, Eric Enderton, Samuli Laine, David Luebke, Morgan McGuire
Subpixel Reconstruction Antialiasing
Matthäus G. Chajdas, Morgan McGuire, David Luebke
High Quality Elliptical Texture Filtering on GPU
Pavlos Mavridis, Georgios Papaioannou

Lighting in Participating Media

Transmittance Function Mapping
Cyril Delalandre, Pascal Gautron, Jean-Eudes Marvie, Guillaume Francois
Real-Time Volumetric Shadows using 1D Min-Max Mipmaps
Jiawen Chen, Ilya Baran, Fredo Durand, Wojciech Jarosz
Real-Time Volume Caustics with Adaptive Beam Tracing
Gabor Liktor, Carsten Dachsbacher

Collision & Sound

Sound Synthesis for Impact Sounds in Video Games
D. Brandon Lloyd, Nikunj Raghuvanshi, Naga K. Govindaraju
Collision-Streams: Fast GPU-based Collision Detection for Deformable Models
Min Tang, Dinesh Manocha, Jiang Lin, and Ruofeng Tong
Fast Continuous Collision Detection using Parallel Filter in Subspace
Chen Tang, Sheng Li, Guoping Wang


Shadow Caster Culling for Efficient Shadow Mapping
Jiri Bittner, Oliver Mattausch, Ari Silvennoinen, Michael Wimmer
Hardware-Accelerated Colored Stochastic Shadow Maps
Morgan McGuire, Eric Enderton
Sample Distribution Shadow Maps
Andrew Lauritzen, Marco Salvi, Aaron Lefohn

Refraction & Global Illumination

Voxel-based Global Illumination
Sinje Thiedemann, Niklas Henrich, Thorsten Grosch, Stefan Muller
Real-Time Rough Refraction
Charles De Rousiers, Adrien Bousseau, Kartic Subr, Nicolas Holzschuch, Ravi Ramamoorth
Screen-Space Bias Compensation for High Quality Rendering with Virtual Point Lights
Jan Novak, Thomas Engelhardt, Carsten Dachsbacher

Human Animation

Motion Rings for Interactive Gait Synthesis
Tomohiko Mukai
Realtime Human Motion Control with A Small Number of Inertial Sensors
Huajun Liu, Xiaolin Wei, Jinxiang Chai, Inwoo Ha, Taehyun Rhee
A Modular Framework for Adaptive Agent-Based Steering
Shawn Singh, Mubbasir Kapadia, Glenn Reinman, Petros Faloutsos

Geometric and Procedural Modeling

Editable Polycube Map for GPU-based Subdivision Surfaces
Jiazhi Xia, Ismael Garcia, Ying He, Shi-Qing Xi, Gustavo Patow
GPU Surface Curvature Estimation on Deformable Meshes
Wesley Griffin, Yu Wang, David Berrios, Marc Olano
Urban Ecosystem Design
Bedrich Benes, Michel Abdul Massih, Philip Jarvis, Daniel G. Aliaga, Carlos A. Vanegas

Interactivity and Interaction

Data Management for SSDs for Large-Scale Interactive Graphics Applications
Behzad Sajadi, Shan Jiang, Jae-Pil Heo Sung-Eui Yoon, M. Gopi
Coherent Image-Based Rendering of Real-World Objects
Stefan Hauswiesner, Matthias Straka, Gerhard Reitmayr
Slice WIM: A Multi-Surface, Multi-Touch Interface for Overview+Detail Exploration of Volume Datasets in Virtual Reality
Dane Coffey, Nicholas Malbraaten, Trung Le, Iman Borazjani, Fotis Sotiropoulous, Daniel F. Keefe

TVCG Session 1

Interactive Visualization of Rotational Symmetry Fields on Surfaces
Jonathan Palacios, Eugene Zhang
Real-Time Ray-Tracing of Implicit Surfaces on the GPU
Jag Mohan Singh, P. J. Narayanan

TVCG Session 2

Simulating Multiple Character Interactions with Collaborative and Adversarial Goals
Hubert P. H. Shum, Taku Komura, Shuntaro Yamazaki
Directing Crowd Simulations Using Navigation Fields
Sachin Patil, Jur van den Berg, Sean Curtis, Ming. C. Lin, Dinesh Manocha
Important Dates Submission Website

Click here to access the online submission system.

Registration Site

Click here to access the registration site.

News Feed

Subscribe to the news and updates feed here.

Sponsored by: