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 2024 symposium on Interactive 3D graphics and games
Proceedings of the ACM on Computer Graphics and Interactive Techniques: Vol. 7, No. 1
Symposium on Interactive 3D Graphics and Games Youtube Channel (2024 Paper Presentation)
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: Interaction and VR
- Collaborating with my Doppelganger: The Effects of Self-similar Appearance and Voice of a Virtual Character during a Jigsaw Puzzle Co-solving Task
-
Siqi Guo,
Minsoo Choi,
Dominic Kao,
Christos Mousas
- Perceptions of Hybrid Lighting for Virtual Reality
-
Martin Dinkov,
Sumanta Pattanaik,
Ryan McMahan
- Skill-Based Matchmaking for Competitive Two-Player Games
-
Cem Yuksel
- Impact of Tutorial Modes with Different Time Flow Rates in Virtual Reality Games
-
Boyuan Chen,
Xinan Yan,
Xuning Hu,
Dominic Kao,
Hai-Ning Liang
Papers 2: Light Transport and Storage
- Bounded VNDF Sampling for the Smith-GGX BRDF
-
Yusuke Tokuyoshi,
Kenta Eto
*equal contributors
- ZH3: Quadratic Zonal Harmonics
-
Thomas Roughton,
Peter-Pike Sloan,
Ari Silvennoinen,
Michal Iwanicki,
Peter Shirley
- Interactive Rendering of Caustics using Dimension Reduction for Manifold Next-Event Estimation
-
Ana Granizo-Hidalgo,
Nicolas Holzschuch
Papers 3: Volumes and Fields
- ProteusNeRF: Fast Lightweight NeRF Editing using 3D-Aware Image Context
-
Binglun Wang,
Niladri Shekhar Dutt,
Niloy Mitra
- FaceFolds: Meshed Radiance Manifolds for Efficient Volumetric Rendering of Dynamic Faces
-
Safa Medin,
Gengyan Li,
Ruofei Du,
Stephan Garbin,
Philip Davidson,
Gregory W. Wornell,
Thabo Beeler,
Abhimitra Meka
- Efficient Visibility Approximation for Game AI using Neural Omnidirectional Distance Fields
-
Zhi Ying,
Nicholas Edwards,
Mikhail Kutuzov
Papers 4: Points and Splats
- Reducing the Memory Footprint of 3D Gaussian Splatting
-
Panagiotis Papantonakis,
Georgios Kopanas,
Bernhard Kerbl,
Alexandre Lanvin,
George Drettakis
- SimLOD: Simultaneous LOD Generation and Rendering for Point Clouds
-
Markus Schutz,
Lukas Herzberger,
Michael Wimmer
- Deblur-GS: 3D Gaussian Splatting from Camera Motion Blurred Images
-
Wenbo Chen,
Ligang Liu
- Light Field Display Point Rendering
-
Ajinkya Gavane,
Benjamin Watson
Papers 5: Noise and Reconstruction
- FAST: Filter-Adapted Spatio-Temporal Sampling for Real-Time Rendering
-
William Donnelly,
Alan Wolfe,
Judith Bütepage,
Jon Valdés
- Filtering After Shading With Stochastic Texture Filtering
-
Matt Pharr,
Bartlomiej Wronski,
Marco Salvi,
Marcos Fajardo
- A Fast GPU Schedule For À-Trous Wavelet-Based Denoisers
-
Reiner Dolp,
Johannes Hanika,
Carsten Dachsbacher
- Cone-Traced Supersampling for Signed Distance Field Rendering
(invited TVCG paper presentation)
-
Andrei Chubarau,
Yangyang Zhao,
Ruby Rao,
Derek Nowrouzezahrai,
Paul G. Kry
Papers 6: Efficient Forward and Differentiable Rendering
- Efficient Particle-Based Fluid Surface Reconstruction Using Mesh Shaders and Bidirectional Two-Level Grids
-
Yuki Nishidate,
Issei Fujishiro
- ShaderPerFormer: Platform-independent Context-aware Shader Performance Predictor
-
Zitan Liu,
Yikai Huang,
Ligang Liu
- Transforming a Non-Differentiable Rasterizer into a Differentiable One with Stochastic Gradient Estimation
-
Thomas Deliot,
Eric Heitz,
Laurent Belcour
Papers 7: Learning to Move
- Efficient Deformation Learning of Varied Garments with a Structure-Preserving Multilevel Framework
-
Tianxing Li,
Rui Shi,
Zihui Li,
Takashi Kanai,
Qing Zhu
- Learning Crowd Motion Dynamics with Crowds
-
Bilas Talukdar,
Yunhao Zhang,
Tomer Weiss
Papers 8: Solvers and Simulation
- Windblown Sand Around Obstacles - Simulation And Validation Of Deposition Patterns
-
Nicolas Rosset,
Regis Duvigneau,
Adrien Bousseau,
Guillaume Cordonnier
- A Unified Particle-Based Solver for Non-Newtonian Behaviors Simulation
(invited TVCG paper presentation)
-
Chunlei Li,
Yang Gao,
Jiayi He,
Tianwei Cheng,
Shuai Li,
Aimin Hao,
Hong Qin
- MPMNet: A Data-Driven MPM Framework for Dynamic Fluid-Solid Interaction
(invited TVCG paper presentation)
-
Jin Li,
Yang Gao,
Ju Dai,
Shuai Li,
Aimin Hao,
Hong Qin
kesen.huang@gmail.com