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10.1145/3384382acmconferencesBook PagePublication Pagesi3dConference Proceedingsconference-collections
I3D '20: Symposium on Interactive 3D Graphics and Games
ACM2020 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
I3D '20: Symposium on Interactive 3D Graphics and Games San Francisco CA USA May 5 - 7, 2020
ISBN:
978-1-4503-7589-4
Published:
05 May 2020
Sponsors:

Reflects downloads up to 01 Nov 2024Bibliometrics
Abstract

No abstract available.

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research-article
Procedural band patterns
Article No.: 1, Pages 1–7https://doi.org/10.1145/3384382.3384522

We seek to cover a parametric domain with a set of evenly spaced bands which number and width varies according to a density field. We propose an implicit procedural algorithm, that generates the band pattern from a pixel shader and adapts to changes to ...

research-article
Stochastic Substitute Trees for Real-Time Global Illumination
Article No.: 2, Pages 1–9https://doi.org/10.1145/3384382.3384521

With the introduction of hardware-supported ray tracing and deep learning for denoising, computer graphics has made a considerable step toward real-time global illumination. In this work, we present an alternative global illumination method: The ...

research-article
Real-time Face Video Swapping From A Single Portrait
Article No.: 3, Pages 1–10https://doi.org/10.1145/3384382.3384519

We present a novel high-fidelity real-time method to replace the face in a target video clip by the face from a single source portrait image. Specifically, we first reconstruct the illumination, albedo, camera parameters, and wrinkle-level geometric ...

research-article
Repurposing a Relighting Network for Realistic Compositions of Captured Scenes
Article No.: 4, Pages 1–9https://doi.org/10.1145/3384382.3384523

Multi-view stereo can be used to rapidly create realistic virtual content, such as textured meshes or a geometric proxy for free-viewpoint Image-Based Rendering (IBR). These solutions greatly simplify the content creation process compared to traditional ...

research-article
DenseGATs: A Graph-Attention-Based Network for Nonlinear Character Deformation
Article No.: 5, Pages 1–9https://doi.org/10.1145/3384382.3384525

In animation production, animators always spend significant time and efforts to develop quality deformation systems for characters with complex appearances and details. In order to decrease the time spent repetitively skinning and fine-tuning work, we ...

research-article
Generalized Microscropic Crowd Simulation using Costs in Velocity Space
Article No.: 6, Pages 1–9https://doi.org/10.1145/3384382.3384532

To simulate the low-level (‘microscopic’) behavior of human crowds, a local navigation algorithm computes how a single person (‘agent’) should move based on its surroundings. Many algorithms for this purpose have been proposed, each using different ...

research-article
Interactive Inverse Spatio-Temporal Crowd Motion Design
Article No.: 7, Pages 1–9https://doi.org/10.1145/3384382.3384528

We introduce a new inverse modeling method to interactively design crowd animations. Few works focus on providing succinct high-level and large-scale crowd motion modeling. Our methodology is to read in real or virtual agent trajectory data and ...

research-article
Real-time Muscle-based Facial Animation using Shell Elements and Force Decomposition
Article No.: 8, Pages 1–9https://doi.org/10.1145/3384382.3384531

We present a novel algorithm for physics-based real-time facial animation driven by muscle deformation. Unlike the previous works using 3D finite elements, we use a 2D shell element to avoid inefficient or undesired tessellation due to the thin ...

research-article
Contour-based 3D Modeling through Joint Embedding of Shapes and Contours
Article No.: 9, Pages 1–10https://doi.org/10.1145/3384382.3384518

In this paper, we propose a novel space that jointly embeds both 2D occluding contours and 3D shapes via a variational autoencoder (VAE) and a volumetric autoencoder. Given a dataset of 3D shapes, we extract their occluding contours via projections from ...

research-article
User-guided 3D reconstruction using multi-view stereo
Article No.: 10, Pages 1–9https://doi.org/10.1145/3384382.3384530

We present a user-guided system for accessible 3D reconstruction and modeling of real-world objects using multi-view stereo. The system is an interactive tool where the user models the object on top of multiple selected photographs. Our tool helps the ...

research-article
Public Access
Progressive Regularization of Satellite-Based 3D Buildings for Interactive Rendering
Article No.: 11, Pages 1–9https://doi.org/10.1145/3384382.3384526

Automatic creation of lightweight 3D building models from satellite image data enables large and widespread 3D interactive urban rendering. Towards this goal, we present an inverse procedural modeling method to automatically create building envelopes ...

research-article
Open Access
Automatic GPU Data Compression and Address Swizzling for CPUs via Modified Virtual Address Translation
Article No.: 12, Pages 1–10https://doi.org/10.1145/3384382.3384533

We describe how to modify hardware page translation to enable CPU software access to compressed and swizzled GPU data arrays as if they were decompressed and stored in row-major order. In a shared memory system, this allows CPU to directly access the ...

research-article
On Ray Reordering Techniques for Faster GPU Ray Tracing
Article No.: 13, Pages 1–9https://doi.org/10.1145/3384382.3384534

We study ray reordering as a tool for increasing the performance of existing GPU ray tracing implementations. We focus on ray reordering that is fully agnostic to the particular trace kernel. We summarize the existing methods for computing the ray ...

research-article
Computing Centroidal Voronoi Tessellation Using the GPU
Article No.: 14, Pages 1–9https://doi.org/10.1145/3384382.3384520

We propose a novel algorithm to compute centroidal Voronoi tessellation using the GPU. It is based on the iterative approach of Lloyd’s method while having good considerations to address the two major challenges of achieving fast convergence with few ...

research-article
RANDM: Random Access Depth Map Compression Using Range-Partitioning and Global Dictionary
Article No.: 15, Pages 1–11https://doi.org/10.1145/3384382.3384524

We present a novel random-access depth map compression algorithm (RANDM) for interactive rendering. Our compressed representation provides random access to the depth values and enables real-time parallel decompression on commodity hardware. Our method ...

research-article
The Effect of Lighting, Landmarks and Auditory Cues on Human Performance in Navigating a Virtual Maze
Article No.: 16, Pages 1–9https://doi.org/10.1145/3384382.3384527

The human visual and auditory systems are attentive to variations in both lighting and sound, and changes in either are used in audiovisual media to draw attention. In video games specifically, many embedded navigational cues are utilised to subtly ...

research-article
The Role of the Field Dependence-independence Construct on the Flow-performance Link in Virtual Reality
Article No.: 17, Pages 1–9https://doi.org/10.1145/3384382.3384529

The flow experience-performance link is commonly found weak in virtual environments (VEs). The weak association model (WAM) suggests that distraction caused by disjointed features may be associated with the weak association. People characterized by ...

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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%