Page maintained by Ke-Sen Huang.
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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 2020 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
Papers 1: Textures and Geometry
- A Three-Level Approach to Texture Mapping and Synthesis on 3D Surfaces
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Kersten Schuster,
Philip Trettner,
Patric Schmitz,
Leif Kobbelt
- Adaptive Procedural Bands
-
Jimmy Etienne,
Sylvain Lefebvre
- Lossy Geometry Compression for High Resolution Voxel Scenes
-
Remi van der Laan,
Leonardo Scandolo,
Elmar Eisemann
- On Histogram-Preserving Blending for Randomized Texture Tiling
(JCGT paper presentation)
-
Brent Burley
Papers 2: Lighting and Light Transport
- Stochastic Substitute Trees for Real-Time Global Illumination
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Wolfgang Tatzgern,
Benedikt Mayr,
Bernhard Kerbl,
Markus Steinberger
- Real-time Subsurface Scattering with Single Pass Variance-Guided Adaptive Importance Sampling
-
Tiantian Xie,
Marc Olano,
Brian Karis,
Krzysztof Narkowicz
- Real-time Approximation of Photometric Polygonal Lights
-
Christian Luksch,
Lukas Prost,
Michael Wimmer
- Real-Time Stochastic Lightcuts
-
Daqi Lin,
Cem Yuksel
- Interactive Simulation of Scattering Effects in Participating Media Using a Neural Network Model
(TVCG paper presentation)
-
Liangsheng Ge, Beibei Wang, Lu Wang, Xiangxu Meng,
Nicolas Holzschuch
Papers 3: Capturing the Real World
- Real-time Face Video Swapping From A Single Portrait
-
Luming Ma,
Zhigang Deng
- Image-Based Rendering of Cars using Semantic Labels and Approximate Reflection Flow
-
Simon Rodriguez,
Siddhant Prakash,
Peter Hedman,
George Drettakis
- Passthrough+: Real-Time Steroscopic View Synthesis for Mobile Mixed Reality
-
Gaurav Chaurasia,
Arthur Nieuwoudt,
Alexandru-Eugen Ichim,
Richard Szeliski,
Alexander Sorkine-Hornung
- Repurposing a Relighting Network for Realistic Compositions of Captured Scenes
-
Baptiste Nicolet,
Julien Philip,
George Drettakis
Papers 4: Characters and Crowds
- Generalized Microscopic Crowd Simulation using Costs in Velocity Space
-
Wouter van Toll,
Fabien Grzeskowiak,
Axel Lopez Gandia, Javad Amirian,
Florian Berton, Julien Bruneau, Beatriz Cabrero Daniel, Alberto Jovane,
Julien Pettre
- Interactive Inverse Spatio-Temporal Crowd Motion Design
-
Tharindu Mathew,
Bedrich Benes,
Daniel Aliaga
- DenseGATs: A Graph-Attention-Based Network for Nonlinear Character Deformation
-
Tianxing Li,
Rui Shi,
Takashi Kanai
Papers 5: Collisions and Physics
- Local Optimization for Robust Signed Distance Field Collision
-
Miles Macklin,
Kenny Erleben,
Matthias Muller,
Nuttapong Chentanez,
Stefan Jeschke,
Zach Corse
- A Time-independent Deformer for Elastic-rigid Contacts
-
Camille Brunel,
Pierre Benard,
Gael Guennebaud,
Pascal Barla
- Real-time Muscle-based Facial Animation using Shell Elements and Force Decomposition
(Thesis)
-
Jungmin Kim,
Min Gyu Choi,
Young J. Kim
Papers 6: Modeling and Content
- Contour-based 3D Modeling through Joint Embedding of Shapes and Contours
-
Aobo Jin, Qiang Fu,
Zhigang Deng
- User-guided 3D Reconstruction Using Multi-view Stereo
-
Sverker Rasmuson,
Erik Sintorn,
Ulf Assarsson
- Fast and Scalable Position-Based Layout Synthesis
(TVCG paper presentation)
-
Tomer Weiss, Alan Litteneker, Noah Duncan, Masaki Nakada,
Chenfanfu Jiang,
Lap-Fai Yu,
Demetri Terzopoulos
- Progressive Regularization of Satellite-Based 3D Buildings for Interactive Rendering
-
Xiaowei Zhang,
Christopher May,
Gen Nishida,
Daniel Aliaga
Papers 7: GPU Techniques and Data Structures
- Automatic GPU Data Compression and Address Swizzling for CPUs via Modified Virtual Address Translation
-
Larry Seiler,
Daqi Lin,
Cem Yuksel
- On Ray Reordering Techniques for Faster GPU Ray Tracing
-
Daniel Meister,
Jakub Boksansky,
Michael Guthe,
Jiri Bittner
- Computing Centroidal Voronoi Tessellation Using the GPU
-
Jiaqi Zheng,
Tiow-Seng Tan
- Optimal Path Maps on the GPU
(TVCG paper presentation)
-
Renato Farias,
Marcelo Kallmann
- RANDM: Random Access Depth Map Compression Using Range-Partitioning and Global Dictionary
-
Srihari Pratapa,
Dinesh Manocha
Papers 8: Perception and Performance
- The Effect of Lighting, Landmarks and Auditory Cues on Human Performance in Navigating a Virtual Maze
-
Daryl Marples,
Duke Gledhill,
Pelham Carter
- The Role of the Field Dependence-Independence Construct on Flow-Performance Link in Virtual Reality
-
Yulong Bian, Chao Zhou, Yeqing Chen, Yanshuai Zhao, Juan Liu,
Chenglei Yang
kesen.huang@gmail.com