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I3D '18: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
ACM2018 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
I3D '18: Symposium on Interactive 3D Graphics and Games Montreal Quebec Canada May 15 - 18, 2018
ISBN:
978-1-4503-5705-0
Published:
15 May 2018
Sponsors:
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Abstract

Over the past three decades, the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D) has showcased exceptional progress from academic and industrial research covering all aspects of interactive computer graphics. This year, 42 papers will be presented at I3D. This year I3D received 70 submissions; of these, twelve papers were selected for these proceedings through the traditional I3D review process, which includes rigorous peer review by a committee of 67 experts from academia and industry. An additional 22 submissions, which underwent a second review cycle after a month-long revision period, were selected to appear in the new journal "Proceedings of the ACM on Computer Graphics and Interactive Techniques." Accepted papers span a broad gamut of topics in computer graphics including interaction, geometry processing, simulation, animation, illumination and rendering.

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short-paper
Coarse pixel shading with temporal supersampling
Article No.: 1, Pages 1–7https://doi.org/10.1145/3190834.3190850

Decoupled sampling techniques such as coarse pixel shading can lower the shading rate while resolving visibility at the full resolution, thereby preserving details along geometric edges. However, while these techniques can significantly reduce shading ...

short-paper
Best Paper
Best Paper
Combining analytic direct illumination and stochastic shadows
Article No.: 2, Pages 1–11https://doi.org/10.1145/3190834.3190852

In this paper, we propose a ratio estimator of the direct-illumination equation that allows us to combine analytic illumination techniques with stochastic raytraced shadows while maintaining correctness. Our main contribution is to show that the ...

short-paper
Learning real-time ambient occlusion from distance representations
Article No.: 3, Pages 1–9https://doi.org/10.1145/3190834.3190847

The computation of partial occlusion, as required for ambient occlusion or soft shadows, provides visually important cues but is notoriously expensive. In this paper we propose a novel solution to the ambient occlusion problem, combining signed distance ...

short-paper
Bulk-synchronous parallel simultaneous BVH traversal for collision detection on GPUs
Article No.: 4, Pages 1–9https://doi.org/10.1145/3190834.3190848

Simultaneous BVH traversal, as a dynamic task of pair-wise proximity tests, poses several challenges in terms of parallelization using GPUs. It is a highly dynamic and data-dependent problem which can induce control-flow divergence and inefficient data-...

short-paper
Public Access
Montage4D: interactive seamless fusion of multiview video textures
Article No.: 5, Pages 1–11https://doi.org/10.1145/3190834.3190843

The commoditization of virtual and augmented reality devices and the availability of inexpensive consumer depth cameras have catalyzed a resurgence of interest in spatiotemporal performance capture. Recent systems like Fusion4D and Holoportation address ...

short-paper
Plane-based multi-view inpainting for image-based rendering in large scenes
Article No.: 6, Pages 1–11https://doi.org/10.1145/3190834.3190846

Image-Based Rendering (IBR) allows high-fidelity free-viewpoint navigation using only a set of photographs and 3D reconstruction as input. It is often necessary or convenient to remove objects from the captured scenes, allowing a form of scene editing ...

short-paper
Efficient screen-space rendering of vector features on virtual terrains
Article No.: 7, Pages 1–10https://doi.org/10.1145/3190834.3190851

Rendering vector data on virtual terrains is a relevant issue as its applications range from virtual simulation to public administration. The expected level of visual quality and extents of virtual terrains demand efficient solutions. We propose a ...

short-paper
Fast behavioral locomotion with layered navigation meshes
Article No.: 8, Pages 1–6https://doi.org/10.1145/3190834.3190841

We address the problem of efficient navigation planning for virtual characters with multiple locomotion behaviors. One main difficulty in this problem is the need to rely on expensive collision detection computations which typically lead to methods ...

short-paper
Mutual collision avoidance during walking in real and collaborative virtual environments
Article No.: 9, Pages 1–9https://doi.org/10.1145/3190834.3190845

In walkable multi-user HMD-based VR immersed users have to avoid colliding with each other while performing tasks or exploring the virtual environment. This paper presents an experiment in which we compare mutual collision avoidance behaviour of pairs ...

short-paper
An emotion evolution based model for collective behavior simulation
Article No.: 10, Pages 1–6https://doi.org/10.1145/3190834.3190844

Current crowd simulation progresses still fall short of simulating many real-world collective behaviors. Arguably, one of the main reasons is that some essential qualities of human beings such as emotion have not been effectively modeled and ...

short-paper
A framework for simulating agent-based cooperative tasks in crowd simulation
Article No.: 11, Pages 1–10https://doi.org/10.1145/3190834.3190839

This paper presents a novel agent-based approach to simulate cooperative tasks in crowd simulation. Our framework consists of two kinds of agents: pedestrians and workers. A cooperative task requires two or more workers to simultaneously perform actions ...

short-paper
Shape-inspired architectural design
Article No.: 12, Pages 1–10https://doi.org/10.1145/3190834.3198034

We introduce a method to design architectural buildings that are inspired by shapes of non-architectural forms. The user inputs a few binary images, each providing an indicative shape for the building from a different viewpoint. A discrete visual hull ...

short-paper
Transport path precomputation for real-time room reverb
Article No.: 13, Pages 1–8https://doi.org/10.1145/3190834.3190840

Believable immersive virtual environments require accurate sound in addition to plausible graphics to be convincing to the user. We present a practical and fast method to compute sound reflections for moving sources and listeners in virtual scenes in ...

Contributors
  • McGill University

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Acceptance Rates

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