yusuke1997/dblp-id-title huggingface dataset:
Disocclusion mitigation for point cloud imposters
Proceedings of the 1986 workshop on Interactive 3D graphics, I3D '86, Chapel Hill, North Carolina, USA, 1986
Localized-hierarchy surface splines (LeSS)
Interactive fluid-particle simulation using translating Eulerian grids
Sketch-based guided modeling of 3D buildings from oriented photos
Direct manipulation of interactive character skins
Direct illumination from dynamic area lights with visibility
Multi-grained level of detail using a hierarchical seamless texture atlas
Reality built for two: a virtual reality tool
UniCam - 2D gestural camera controls for 3D environments
Out-of-core construction and visualization of multiresolution surfaces
Calibration for augmented reality experimental testbeds
I-COLLIDE: An Interactive and Exact Collision Detection System for Large-Scale Environments
Automatic construction of 3D models from architectural line drawings
Position-based fluid control
Occlusion horizons for driving through urban scenery
Level-of-detail representation of bidirectional texture functions for real-time rendering
Building helper bone rigs from examples
Geometric algorithms for message filtering in decentralized virtual environments
Efficient shading of indirect illumination applying reflective shadow maps
Laplacian lines for real-time shape illustration
4D parametric motion graphs for interactive animation
Fast continuous collision detection using deforming non-penetration filters
Footstep navigation for dynamic crowds
Interactive deformation of light fields
Compact stokes coordinates for cage-based shapes
Perceptually driven interactive geometry remeshing
Interactive modal sound synthesis using generalized proportional damping
What you see is what you snap: snapping to geometry deformed on the GPU
Surface based anti-aliasing
Interactive multiple anisotropic scattering in clouds
Streaming QSplat: a viewer for networked visualization of large, dense models
Real-time fluid simulation using discrete sine/cosine transforms
Voodoo dolls: seamless interaction at multiple scales in virtual environments
ANEEME: interactive mesh cutting using 3D snakes for automatic skeletal rigging of scanned character models
Constraints in constructive solid geometry
Decomposing polygon meshes for interactive applications
Volumetric obscurance
Physical modeling with B-spline surfaces for interactive design and animation
Walkthrough - a dynamic graphics system for simulating virtual buildings
A projective drawing system
Variable-precision rendering
Physically-based cosmetic rendering
A Demonstrated Optical Tracker with Scalable Work Area for Head-Hounted Display Systems
RLFC: random access light field compression using key views and bounded integer sequence encoding
Hardware Antialiasing of Lines and Polygons
Progressive Regularization of Satellite-Based 3D Buildings for Interactive Rendering
Real-time rendering of river networks
Precomputed illuminance composition for real-time global illumination
Frankenrigs: building character rigs from multiple sources
3D Chainmail: A Fast Algorithm for Deforming Volumetric Objects
Sample distribution shadow maps
Soft irregular shadow mapping: fast, high-quality, and robust soft shadows
Interactive painterly stylization of images, videos and 3D animations
Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering
View-dependent adaptive tessellation of spline surfaces
RANDM: Random Access Depth Map Compression Using Range-Partitioning and Global Dictionary
Real-Time Programmable Shading
Efficient irradiance normal mapping
Describing free-form 3D surfaces for animation
Editing and constraining kinematic approximations of dynamic motion
Real-time reflection mapping with parallax
Dynamic solid textures for real-time coherent stylization
Ambient occlusion volumes
Virtual environment display system
Vision and the graphical simulation of spatial structure
Understanding key constraints governing human-computer interfaces (abstract only)
Dynamically balanced and plausible trajectory planning for human-like characters
Chronos Tennis: an online tennis game better than Wii
Interactive mesostructures
Assisted texture assignment
Design for interactive performance in a virtual laboratory
Online model reconstruction for interactive virtual environments
Interactive water streams with sphere scan conversion
Interactive GPU-based octree generation and traversal
Large haptic topographic maps: marsview and the proxy graph algorithm
The Tecate Data Space Exploration Utility
Hybrid transparency
Snap-dragging in three dimensions
Reducing blendshape interference by selected motion attenuation
Fast light-map computation with virtual polygon lights
Efficient and practical audio-visual rendering for games using crossmodal perception
Computer Interactive Sculpture
Barehanded music: real-time hand interaction for virtual piano
Fully parallel kd-tree construction for real-time ray tracing
Visualizing n -dimensional virtual worlds with n -vision
Multi-scale line drawings from 3D meshes
Cascaded light propagation volumes for real-time indirect illumination
Haptic Rendering: Programming Touch Interaction with Virtual Objects
Plane-based multi-view inpainting for image-based rendering in large scenes
Fast and simple 2D geometric proximity queries using graphics hardware
4-D display of meteorological data
A modular framework for adaptive agent-based steering
Terrain sketching
Per-triangle shadow volumes using a view-sample cluster hierarchy
Interactive Viewpoint Control and Three-Dimensional Operations
Interactive k-d tree GPU raytracing
Parallel Banding Algorithm to compute exact distance transform with the GPU
Fast non-linear projections using graphics hardware
Escaping Flatland in User Interface Design
Interactive Playing with Large Synthetic Environments
Real-time fiber-level cloth rendering
Interactive dynamics
Efficient histogram generation using scattering on GPUs
Quickly bounding diagonal edge lengths in tessellated bilinear patches
Splatting indirect illumination
Computer-assisted authoring of interactive narratives
Visualization methods and simulation steering for a 3D turbulence model of Lake Erie
Adaptive deferred shading
Time Critical Lumigraph Rendering
Interactive Manipulation and Display of Surfaces in Four Dimensions
Hardware-aware analysis and optimization of stable fluids
The virtual simulator
Behavioral Control for Real-Time Simulated Human Agents
Real-time sound propagation hardware accelerator for immersive virtual reality 3D audio
Broad-phase collision detection using semi-adjusting BSP-trees
FreePipe: a programmable parallel rendering architecture for efficient multi-fragment effects
MPTC: video rendering for virtual screens using compressed textures
Integrating Constraints and Direct Manipulation
Hardware accelerated mesh colors
Control of a virtual actor: the roach
Does the metaverse start now?
Automatic GPU Data Compression and Address Swizzling for CPUs via Modified Virtual Address Translation
The virtual erector set: dynamic simulation with linear recursive constraint propagation
Toolspaces and glances: storing, accessing, and retrieving objects in 3D desktop applications
Spatialized normal come hierarchies
Precise vector textures for real-time 3D rendering
Shape by example
Texture brush: an interactive surface texturing interface
Filtering color mapped textures and surfaces
Multiscale 3D reference visualization
Lace curtain: interactive animation of transparent woven fabric based on microfacet BSDF model
Image plane interaction techniques in 3D immersive environments
Stochastic modeling of light-weight floating objects
Interactive navigation of multiple agents in crowded environments
Distributing display lists on a multicomputer
Efficient high dynamic range texture compression
Automatic illustration of 3D geometric models: lines
Symposium on Interactive 3D Graphics and Games, I3D '13, Orlando, FL, USA, March 22-24, 2013
Decoupled deferred shading for hardware rasterization
Shadow Volume BSP Trees for Computation of Shadows in Dynamic Scenes
Assisted and automatic navigation in black oil reservoir models based on probabilistic roadmaps
Detail synthesis for image-based texturing
Tabletop Ensemble: touch-enabled virtual percussion instruments
Fast Backface Culling Using Normal Masks
4D compression and relighting with high-resolution light transport matrices
Preprocessing occlusion for real-time selective refinement
Special purpose computer arrays for graphics and other applications (invited talk) (summary only)
Spatio-temporal upsampling on the GPU
Tracing interactive 3D graphics programs
Image precision silhouette edges
Image-space constraints for controlling camera interpolation
Real time spline curves from interactively sketched data
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
3DM: A Three Dimensional Modeler Using a Head-Mounted Display
Real-time view-dependent rendering of parametric surfaces
Example-based model synthesis
Learning skeletons for shape and pose
Way portals: efficient multi-agent navigation with line-segment goals
Large document, small screen: a camera driven scroll and zoom control for mobile devices
Interactive technical illustration
High quality elliptical texture filtering on GPU
Two-D or not Two-D: gender implications of visual cognition in electronic games
Computing delaunay refinement using the GPU
Dynamic eye convergence for head-mounted displays improves user performance in virtual environments
Linear compression for spatially-varying BRDFs
Animating escape maneuvers for a school of fish
A simulation on grass swaying with dynamic wind force
Dynamic parallax occlusion mapping with approximate soft shadows
Scene-adaptive high dynamic range display for low latency augmented reality
k + -buffer: fragment synchronized k-buffer
Animating 3D vegetation in real-time using a 2D approach
Parameterized environment maps
Direct manipulation techniques for 3D objects using 2D locator devices
Behavior authoring for crowd simulations
Poisson disk ray-marched ambient occlusion
Computing Centroidal Voronoi Tessellation Using the GPU
Asynchronous rendering
Computing 2D constrained Delaunay triangulation using the GPU
Interactive image-based rendering using feature globalization
Repurposing a Relighting Network for Realistic Compositions of Captured Scenes
Sequential Monte Carlo instant radiosity
Visualizing Hyperbolic Space: Unusual Uses of 4x4 Matrices
Fast continuous collision detection using parallel filter in subspace
Interactive rendering of acquired materials on dynamic geometry using bandwidth prediction
Efficient block pivoting for multibody simulations with contact
Real-time hair mesh simulation
Granular visibility queries on the GPU
User-guided composition effects for art-based rendering
Real time ray tracing of point-based models
FasTC: accelerated fixed-rate texture encoding
T-buffer: fast visualization of relativistic effects in space-time
Computing two-dimensional Delaunay triangulation using graphics hardware
Transmittance function mapping
Parallel Reyes-style adaptive subdivision with bounded memory usage
Linear Constraints for Deformable Non-Uniform B-Spline Surfaces
Augmented reality user interfaces and techniques for outdoor modelling
Reflective shadow maps
Triangle reordering for reduced overdraw in animated scenes
Direct Haptic Rendering of Sculptured Models
A reconstruction filter for plausible motion blur
Proceedings of the 1999 Symposium on Interactive 3D Graphics, SI3D '99, Atlanta, GA, USA, April 26 - May 2, 1999
Prefiltered single scattering
Transport path precomputation for real-time room reverb
Fourier opacity mapping
Objective image quality assessment of texture compression
Variance soft shadow mapping
Interactive real-time articulated figure manipulation using multiple kinematic constraints
Human hand modeling from surface anatomy
The Sort-First Rendering Architecture for High-Performance Graphics
A practical model for computing the BRDF of real world materials
Normal mapping for precomputed radiance transfer
Skinning with dual quaternions
Realtime volume rendering using precomputed photon mapping
Extended TimeWarp latency compensation for virtual reality
Visual Navigation of Large Environments Using Textured Clusters
Animating blendshape faces by cross-mapping motion capture data
Proceedings of the 1992 Symposium on Interactive 3D Graphics, SI3D '92, Cambridge, MA, USA, March 29 - April 1, 1992
Controlling deformable material with dynamic morph targets
A phenomenological scattering model for order-independent transparency
DenseGATs: A Graph-Attention-Based Network for Nonlinear Character Deformation
User interfaces for three-dimensional geometric modelling
Context Sensitive Flying Interface
Efficient pixel-accurate rendering of curved surfaces
Real-time relief mapping on arbitrary polygonal surfaces
Stochastic activity authoring with direct user control
Integrating occlusion culling with parallel LOD for rendering complex 3D environments on GPU
A camera-based interface for interaction with mobile handheld computers
Feature-based volumetric terrain generation
Collision-streams: fast GPU-based collision detection for deformable models
Interactive simulation of dynamic crowd behaviors using general adaptation syndrome theory
A hybrid image-CAD based system for modeling realistic hairstyles
Discontinuity edge overdraw
Level-of-detail and streaming optimized irradiance normal mapping
Keynote address (summary only)
Strangers and friends in caves: an exploratory study of collaboration in networked IPT systems for extended periods of time
Path patterns: analyzing and comparing real and simulated crowds
MMR: an interactive massive model rendering system using geometric and image-based acceleration
Interactive 3D distance field computation using linear factorization
Virtual clay: a real-time sculpting system with haptic toolkits
Image-based objects
A system for interactive molecular dynamics simulation
Pose-independent simplification of articulated meshes
Modeling agent determination of spatial relationships
Fluid simulation with rigid body triangle accuracy collision using an heterogeneous GPU/CPU hardware system
Interactive curve design using digital French curves
Using natural vibrations to guide control for locomotion
Functionally based virtual computer art
LightShop: interactive light field manipulation and rendering
Using perceptual features to prioritize ray-based image generation
Combatting Rendering Latency
A practical analytic model for the radiosity of translucent scenes
Simulating interactions of avatars in high dimensional state space
Motion editing with spacetime constraints
Research and application of 3D engine in the simulation of natural scene
Witness to a natural convergence: distributed simulation, persistent worlds, interactive gaming, command, control, and future ops. What's next?
Montage4D: interactive seamless fusion of multiview video textures
Parallel white noise generation on a GPU via cryptographic hash
Queried virtual shadow maps
Tracking a Turbulent Spot in an Immersive Environment
Geometric Manipulation of Tensor Product Surfaces
Variance shadow maps
Interactive image-space techniques for approximating caustics
Object Associations: A Simple and Practical Approach to Virtual 3D Manipulation
Volume Seedlings
Dendry: a procedural model for dendritic patterns
Efficient motion retrieval in large motion databases
Interactive Inverse Spatio-Temporal Crowd Motion Design
Management of Large Amounts of Data in Interactive Building Walkthroughs
Epipolar sampling for shadows and crepuscular rays in participating media with single scattering
Real-time high-quality surface rendering for large scale particle-based fluids
Exploration and virtual camera control in virtual three dimensional environments
Ray tracing visualization toolkit
An Evaluation of Techniques for Grabbing and Manipulating Remote Objects in Immersive Virtual Environments
Warping virtual space for low-cost haptic feedback
Postmortem stylization of open-source games
Pressure-based touch positioning techniques for 3D objects
Real-Time Procedural Textures
Matrix radiance transfer
User-controlled creation of multiresolution meshes
Screen-space bias compensation for interactive high-quality global illumination with virtual point lights
I3D '20: Symposium on Interactive 3D Graphics and Games, San Francisco, CA, USA, September 15-17, 2020
Real-time Muscle-based Facial Animation using Shell Elements and Force Decomposition
Towards imperceptible redirected walking: integrating a distractor into the immersive experience
Procedural band patterns
Toward practical real-time photon mapping: efficient GPU density estimation
Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, Redmond, WA, USA, February 26-28, 2016
Capstone Address: Human Engineering the User Interface to Spaceland
Interactive tools to support animation tasks
GPU curvature estimation on deformable meshes
Perceptually consistent example-based human motion retrieval
Motion rings for interactive gait synthesis
Acceleration techniques for progressive refinement radiosity
Screen space fluid rendering with curvature flow
Isosurface smoothing using marching cubes and PN-triangles
Computational complexity versus virtual worlds
Interaction techniques for 3D modeling on large displays
Stochastic transparency
Budget sampling of parametric surface patches
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2018, Montreal, QC, Canada, May 15-18, 2018
Guided Navigation of Virtual Environments
Virtually transforming detect: moving a 2-D gamified health assessment to virtual reality
MLS-based scalar fields over triangle meshes and their application in mesh processing
Multiresolution attributes for tessellated meshes
Editable polycube map for GPU-based subdivision surfaces
Splatting lines: an efficient method for illustrating 3D surfaces and volumes
Two-Handed Direct Manipulation on the Responsive Workbench
BoBlossom: modeling growing plants in games
Interactive design of 3-D computer-animated legged animal motion
The Effect of Shadow Quality on the Perception of Spatial Relationships in Computer Generated Imagery
Radiance Scaling for versatile surface enhancement
Dynamic radial view based culling for continuous self-collision detection
Real-time rendering of procedural multiscale materials
Texture sprites: texture elements splatted on surfaces
Fracture animation based on high-dimensional Voronoi diagrams
Compressing color data for voxelized surface geometry
Beyond hard shadows: moment shadow maps for single scattering, soft shadows and translucent occluders
Hardware accelerated ambient occlusion techniques on GPUs
Towards space: time light field rendering
Hashed alpha testing
Synthesis and editing of personalized stylistic human motion
Real-time landscape-size convective clouds simulation
A real-time screened-Poisson solver for interactive surface editing
RGB-D IBR: rendering indoor scenes using sparse RGB-D images with local alignments
Interactive Generation of Scherk-Collins Sculptures
Fast non-uniform radiance probe placement and tracing
Indirection mapping for quasi-conformal relief texturing
Hierarchical and Variational Geometric Modeling with Wavelets
A novel page-based data structure for interactive walkthroughs
Responsive real-time grass rendering for general 3D scenes
Path compression kd-trees with multi-layer parallel construction a case study on ray tracing
The design of 3D haptic widgets
Rendering from compressed high dynamic range textures on programmable graphics hardware
Designing Solid Objects Using Interactive Sketch Interpretation
NPSNET: A Multi-Player 3D Virtual Environment over the Internet
Symposium on Interactive 3D Graphics and Games, I3D '11, San Francisco, CA, USA, February 18-20, 2011
Shape-inspired architectural design
Interactive Volume Visualization on a Heterogeneous Message-Passing Multicomputer
Subpixel reconstruction antialiasing for deferred shading
Proceedings of the 2005 Symposium on Interactive 3D Graphics, SI3D 2005, April 3-6, 2005, Washington, DC, USA
Rectilinear texture warping for fast adaptive shadow mapping
Procedural window lighting effects for real-time city rendering
Fast global illumination for interactive volume visualization
ViewCube: a 3D orientation indicator and controller
Efficient screen-space rendering of vector features on virtual terrains
Flow simulation with locally-refined LBM
Polypostors: 2D polygonal impostors for 3D crowds
Creating a large area of trees based on FOREST PRO
A general algorithm for output-sensitive visibility preprocessing
Attention and Visual Feedback: The Bimanual Frame of Reference
User-guided 3D reconstruction using multi-view stereo
Mutual collision avoidance during walking in real and collaborative virtual environments
A framework to transform in-core GPU algorithms to out-of-core algorithms
The ThingWorld modeling system: virtual sculpting by modal forces
Compressed coverage masks for path rendering on mobile GPUs
Spherical blend skinning: a real-time deformation of articulated models
Navigating Static Environments Using Image-Space Simplification and Morphing
Two Pointer Input for 3D Interaction
Interactive techniques for implicit modeling
A motion synthesis system for dance using a tablet
Approximating dynamic global illumination in image space
Coherent image-based rendering of real-world objects
Managing Latency in Complex Augmented Reality Systems
Tiled light trees
Interactive navigation in complex environments using path planning
Real-time volume caustics with adaptive beam tracing
3D paint
A GPU accelerated algorithm for 3D Delaunay triangulation
RING: A Client-Server System for Multi-User Virtual Environments
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2019, Montreal, QC, Canada, May 21-23, 2019
Incorporating dynamic real objects into immersive virtual environments
Symposium on Interactive 3D Graphics and Games, I3D '14, San Francisco, CA, USA - March 14-16, 2014
A stochastic and scalable approach for real-time global illumination
Real-time creased approximate subdivision surfaces
A viewer for mathematical structures and surfaces in 3D
A real-time optical 3D tracker for head-mounted display systems
An evaluation of methods for linking 3D views
Interactive cage generation for mesh deformation
Instant mesh deformation
Interactive 3D cloud modelling with a brush painting interface
Volume catcher
Accelerated Walkthrough of Large Spline Models
Fast collision detection for deformable models using representative-triangles
Skinning arbitrary deformations
Ductile fracture for clustered shape matching
Progressive photon mapping with sample elimination
Proceedings of the 2007 Symposium on Interactive 3D Graphics, SI3D 2007, April 30 - May 2, 2007, Seattle, Washington, USA
Proceedings of the 2001 Symposium on Interactive 3D Graphics, SI3D 2001, Chapel Hill, NC, USA, March 26-29, 2001
View-Dependent Culling of Dynamic Systems in Virtual Environments
Frustum-traced raster shadows: revisiting irregular z-buffers
Evaluation of a tangible interface for architectural daylighting analysis
Real-time hierarchical facial performance capture
Geopostors: a real-time geometry / impostor crowd rendering system
Approximate depth of field effects using few samples per pixel
Knowing when to put your foot down
Interactive Design, Analysis, and Illustration of Assemblies
Depixelizing pixel art in real-time
Interactive continuous collision detection for topology changing models using dynamic clustering
Synthesizing natural textures
Constant-time all-pairs geodesic distance query on triangle meshes
Adaptive depth bias for shadow maps
Efficient virtual shadow maps for many lights
A Comparison of Head-Tracked and Non-Head-Tracked Steering Modes in the Targeting of Radiotherapy Treatment Beams
Semantics of interactive rotations
Real-time mesh simplification using the GPU
Automatic Viewing Control for 3D Direct Manipulation
Direct interaction with a 3D volumetric environment
Natural user interface for integral photography of dispersion-rendered diamond
Splatting lines for 3D mesh illustration
Lossless compression of variable-precision floating-point buffers on GPUs
Interactive Full Spectral Rendering
Real-time procedural generation of a growing corn model