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SI3D 2005: Washington, DC, USA
- Anselmo Lastra, Marc Olano, David P. Luebke, Hanspeter Pfister:
Proceedings of the 2005 Symposium on Interactive 3D Graphics, SI3D 2005, April 3-6, 2005, Washington, DC, USA. ACM 2005, ISBN 1-59593-013-2
Animated models
- Jirí Zára:
Spherical blend skinning: a real-time deformation of articulated models. 9-16 - Christopher DeCoro, Szymon Rusinkiewicz:
Pose-independent simplification of articulated meshes. 17-24 - John P. Lewis, Jonathan Mooser, Zhigang Deng, Ulrich Neumann:
Reducing blendshape interference by selected motion attenuation. 25-29
Visibility & games
- Samuli Laine:
A general algorithm for output-sensitive visibility preprocessing. 31-40 - Janne Kontkanen, Samuli Laine:
Ambient occlusion fields. 41-48 - Naga K. Govindaraju, Michael Henson, Ming C. Lin, Dinesh Manocha:
Interactive visibility ordering and transparency computations among geometric primitives in complex environments. 49-56 - Graham Morgan, Fengyun Lu, Kier Storey:
Interest management middleware for networked games. 57-64
Interaction
- Martin Hachet, Joachim Pouderoux, Pascal Guitton:
A camera-based interface for interaction with mobile handheld computers. 65-72 - Azam Khan, Ben Komalo, Jos Stam, George W. Fitzmaurice, Gordon Kurtenbach:
HoverCam: interactive 3D navigation for proximal object inspection. 73-80 - Harlen Costa Batagelo, Shin-Ting Wu:
What you see is what you snap: snapping to geometry deformed on the GPU. 81-86 - Peng Zhao, Michiel van de Panne:
User interfaces for interactive control of physics-based 3D characters. 87-94
Impostors & volumes
- Simon Dobbyn, John Hamill, Keith O'Conor, Carol O'Sullivan:
Geopostors: a real-time geometry / impostor crowd rendering system. 95-102 - Stefan Jeschke, Michael Wimmer, Heidrun Schumann, Werner Purgathofer:
Automatic impostor placement for guaranteed frame rates and low memory requirements. 103-110 - Shigeru Owada, Frank Nielsen, Takeo Igarashi:
Volume catcher. 111-116 - Kyle Hegeman, Michael Ashikhmin, Simon Premoze:
A lighting model for general participating media. 117-124
Light fields
- Huamin Wang, Ruigang Yang:
Towards space: time light field rendering. 125-132 - Jingyi Yu, Jason C. Yang, Leonard McMillan:
Real-time reflection mapping with parallax. 133-138 - Billy Chen, Eyal Ofek, Heung-Yeung Shum, Marc Levoy:
Interactive deformation of light fields. 139-146
Meshes & surfaces
- Youngihn Kho, Michael Garland:
Sketching mesh deformations. 147-154 - Fabio Policarpo, Manuel M. Oliveira, João Luiz Dihl Comba:
Real-time relief mapping on arbitrary polygonal surfaces. 155-162 - Sylvain Lefebvre, Samuel Hornus, Fabrice Neyret:
Texture sprites: texture elements splatted on surfaces. 163-170 - Anders Adamson, Marc Alexa, Andrew Nealen:
Adaptive sampling of intersectable models exploiting image and object-space coherence. 171-178
Scenes & shadows
- Rodrigo G. Luque, João Luiz Dihl Comba, Carla Maria Dal Sasso Freitas:
Broad-phase collision detection using semi-adjusting BSP-trees. 179-186 - Wan-Chun Ma, Sung-Hsiang Chao, Yu-Ting Tseng, Yung-Yu Chuang, Chun-Fa Chang, Bing-Yu Chen, Ming Ouhyoung:
Level-of-detail representation of bidirectional texture functions for real-time rendering. 187-194 - Samuel Hornus, Jared Hoberock, Sylvain Lefebvre, John C. Hart:
ZP+: correct Z-pass stencil shadows. 195-202 - Carsten Dachsbacher, Marc Stamminger:
Reflective shadow maps. 203-231
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