Page maintained by Ke-Sen Huang.
If you have additions or changes, send an e-mail.
Information here is provided with the permission of the ACM.
Note that when possible I link to the page containing the link to the actual PDF or PS of the preprint.
I prefer this as it gives some context to the paper and avoids possible copyright problems with direct linking.
Thus you may need to search on the page to find the actual document.
ACM Digital Library: Proceedings of the 2011 symposium on Interactive 3D graphics and games
ACM Digital Library (DOI) Link for the paper
Paper Abstract
Author Preprint
Paper Video
Paper Presentation
Paper Images
Paper Data
Demo Program or Source Code
Related Links
Changelog
Filtering and Reconstruction
- A Local Image Reconstruction Algorithm for Stochastic Rendering
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Peter Shirley,
Timo Aila,
Jonathan Cohen,
Eric Enderton,
Samuli Laine,
David Luebke,
Morgan McGuire
- Subpixel Reconstruction Antialiasing
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Matthäus G. Chajdas,
Morgan McGuire,
David Luebke
- High Quality Elliptical Texture Filtering on GPU
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Pavlos Mavridis,
Georgios Papaioannou
Lighting in Participating Media
- Transmittance Function Mapping
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Cyril Delalandre,
Pascal Gautron,
Jean-Eudes Marvie,
Guillaume Francois
- Real-Time Volumetric Shadows using 1D Min-Max Mipmaps
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Jiawen Chen,
Ilya Baran,
Fredo Durand,
Wojciech Jarosz
- Real-Time Volume Caustics with Adaptive Beam Tracing
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Gabor Liktor,
Carsten Dachsbacher
Collision & Sound
- Sound Synthesis for Impact Sounds in Video Games
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D. Brandon Lloyd,
Nikunj Raghuvanshi,
Naga K. Govindaraju
- Collision-Streams: Fast GPU-based Collision Detection for Deformable Models
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Min Tang,
Dinesh Manocha,
Jiang Lin, and Ruofeng Tong
- Fast Continuous Collision Detection using Parallel Filter in Subspace
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Chen Tang,
Sheng Li,
Guoping Wang
Shadows
- Shadow Caster Culling for Efficient Shadow Mapping
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Jiri Bittner,
Oliver Mattausch,
Ari Silvennoinen,
Michael Wimmer
- Hardware-Accelerated Colored Stochastic Shadow Maps
(TR)
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Morgan McGuire,
Eric Enderton
- Sample Distribution Shadow Maps
Earlier siggraph talk
-
Andrew Lauritzen,
Marco Salvi,
Aaron Lefohn
Refraction & Global Illumination
- Voxel-based Global Illumination
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Sinje Thiedemann,
Niklas Henrich,
Thorsten Grosch, Stefan Muller
- Real-Time Rough Refraction
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Charles De Rousiers,
Adrien Bousseau,
Kartic Subr,
Nicolas Holzschuch,
Ravi Ramamoorth
- Screen-Space Bias Compensation for High Quality Rendering with Virtual Point Lights
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Jan Novak,
Thomas Engelhardt,
Carsten Dachsbacher
Human Animation
- Motion Rings for Interactive Gait Synthesis
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Tomohiko Mukai
- Realtime Human Motion Control with A Small Number of Inertial Sensors
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Huajun Liu,
Xiaolin Wei,
Jinxiang Chai,
Inwoo Ha, Taehyun Rhee
- A Modular Framework for Adaptive Agent-Based Steering
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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
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Wesley Griffin,
Yu Wang,
David Berrios,
Marc Olano
- Urban Ecosystem Design
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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
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Behzad Sajadi,
Shan Jiang, Jae-Pil Heo
Sung-Eui Yoon,
M. Gopi
- Coherent Image-Based Rendering of Real-World Objects
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Stefan Hauswiesner,
Matthias Straka,
Gerhard Reitmayr
- Slice WIM: A Multi-Surface, Multi-Touch Interface for Overview+Detail Exploration of Volume Datasets in Virtual Reality
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Dane Coffey,
Nicholas Malbraaten, Trung Le, Iman Borazjani, Fotis Sotiropoulous,
Daniel F. Keefe
kesen.huang@gmail.com