This page tracks the new paper links made to my list of I3D 2011 papers.
Page maintained by Ke-Sen Huang.
If you have additions or changes, send an e-mail.
October 29, 2012
- Motion Rings for Interactive Gait Synthesis
June 2, 2011
- Realtime Human Motion Control with A Small Number of Inertial Sensors
March 19, 2011
- Sound Synthesis for Impact Sounds in Video Games
March 17, 2011
- Sound Synthesis for Impact Sounds in Video Games
March 12, 2011
- Subpixel Reconstruction Antialiasing
- Shadow Caster Culling for Efficient Shadow Mapping
March 2, 2011
- Subpixel Reconstruction Antialiasing
February 27, 2011
- A Local Image Reconstruction Algorithm for Stochastic Rendering
February 23, 2011
February 9, 2011
- Shadow Caster Culling for Efficient Shadow Mapping
- A Local Image Reconstruction Algorithm for Stochastic Rendering
- Subpixel Reconstruction Antialiasing
February 2, 2011
- High Quality Elliptical Texture Filtering on GPU
January 25, 2011
- Data Management for SSDs for Large-Scale Interactive Graphics Applications
January 10, 2011
- Transmittance Function Mapping
- A Modular Framework for Adaptive Agent-Based Steering
December 28, 2010
- Real-Time Volumetric Shadows using 1D Min-Max Mipmaps
- Coherent Image-Based Rendering of Real-World Objects
December 28, 2010
- Screen-Space Bias Compensation for High Quality Rendering with Virtual Point Lights
- Real-Time Volume Caustics with Adaptive Beam Tracing
December 23, 2010
December 22, 2010
- Coherent Image-Based Rendering of Real-World Objects
December 21, 2010
- Collision-Streams: Fast GPU-based Collision Detection for Deformable Models
- Voxel-based Global Illumination
- A Local Image Reconstruction Algorithm for Stochastic Rendering
- Slice WIM: A Multi-Surface, Multi-Touch Interface for Overview+Detail Exploration of Volume Datasets in Virtual Reality
December 20, 2010
- Real-Time Rough Refraction
- A Local Image Reconstruction Algorithm for Stochastic Rendering
- Hardware-Accelerated Colored Stochastic Shadow Maps
- Subpixel Reconstruction Antialiasing
- A Modular Framework for Adaptive Agent-Based Steering
- Editable Polycube Map for GPU-based Subdivision Surfaces
- Voxel-based Global Illumination
- GPU Surface Curvature Estimation on Deformable Meshes
- Screen-Space Bias Compensation for High Quality Rendering with Virtual Point Lights
- High Quality Elliptical Texture Filtering on GPU
December 9, 2010
- Urban Ecosystem Design
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