ACM SIGGRAPH 2005 Symposium on Interactive 3D Graphics and Games 2005 Papers

I3D 2005 papers on the web

Page maintained by Ke-Sen Huang. If you have additions or changes, send an e-mail.

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.

Changelog

Animated Models

Spherical Blend Skinning: A Real-time Deformation of Articulated Models
Ladislav Kavan, Jiri Zara
Pose-independent Simplification of Articulated Meshes
Christopher DeCoro, Szymon Rusinkiewicz
Reducing Blendshape Interference by Selected Motion Attenuation
J.P.Lewis, J. Mooser, Zhigang Deng, Ulrich Neumann

Visibility and Games

A General Algorithm for Output-Sensitive Visibility Preprocessing
Samuli Laine
Ambient Occlusion Fields
Janne Kontkanen, Samuli Laine
Interactive Visibility Ordering of Geometric Primitives in Complex Environments
Naga K. Govindaraju, Michael Henson, Ming Lin, Dinesh Manocha
Interest Management Middleware for Networked Games
Graham Morgan, Fengyun Lu, Kier Storey

Interaction

A Camera-Based Interface for Interaction with Mobile Handheld Computers
Martin Hachet, Joachim Pouderoux, Pascal Guitton
HoverCam: Interactive 3D Navigation for Proximal Object Inspection
Azam Khan, Ben Komalo, Jos Stam, George Fitzmaurice, Gordon Kurtenbach
What You See Is What You Snap: Snapping to Geometry Deformed on the GPU
Harlen Batagelo, Shin-Ting Wu
User Interfaces for Interactive Control of Physics-based 3D Characters
Peng Zhao, Michiel van de Panne

Impostors & Volumes, part I

Geopostors: A Real-Time Geometry/Impostor Crowd Rendering System
Simon Dobbyn, John Hamill, Keith O'Conor, Carol O'Sullivan
Automatic Impostor Placement for Guaranteed Frame Rates and Low Memory Requirements
Stefan Jeschke, Michael Wimmer, Heidrun Schumann, Werner Purgathofer

Impostors & Volumes, part II

Volume Catcher
Shigeru Owada, Frank Nielsen, Takeo Igarashi
A Lighting Model for General Participating Media
Kyle Hegeman, Michael Ashikhmin, Simon Premoze

Light Fields

Towards Space-Time Light Field Rendering
Huamin Wang, Ruigang Yang
Real-time Reflection Mapping with Parallax
Jingyi Yu, Jason Yang, Leonard McMillan
Interactive Deformation of Light Fields
Billy Chen, Eyal Ofek, Harry Shum, Marc Levoy

Meshes & Surfaces

Sketching mesh deformations
Youngihn Kho, Michael Garland
Real-Time Relief Mapping on Arbitrary Polygonal Surfaces
Fabio Policarpo, M. Oliveira Neto, Joao Comba
Texture Sprites: Texture elements splatted on surfaces
Sylvain Lefebvre, Samuel Hornus, Fabrice Neyret
Adaptive Sampling of Intersectable Models Exploiting Image and Object-space Coherence
Anders Adamson, Marc Alexa, Andrew Nealen

Scenes & Shadows

Broad-Phase Collision Detection Using Semi-Adjusting BSP-Trees
R. Luque, Joao Comba, C. Freitas
Level-of-Detail Representation of Bidirectional Texture Functions for Real-Time Rendering
Wan-Chun Ma, Sung-Hsiang Chao, Yung-Yu Chuang, Chun-Fa Chang, Bing-Yu Chen, Ming Ouhyoung
ZP+: correct Z-pass stencil shadows
Samuel Hornus, Jared Hoberock, Sylvain Lefebvre, John C. Hart
Reflective Shadow Maps
Carsten Dachsbacher, Marc Stamminger

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