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SI3D 2006: Redwood City, California, USA
- Marc Olano, Carlo H. Séquin:

Proceedings of the 2006 Symposium on Interactive 3D Graphics, SI3D 2006, March 14-17, 2006, Redwood City, California, USA. ACM 2006, ISBN 1-59593-295-X
Precomputed transfer
- Paul Green, Jan Kautz, Wojciech Matusik, Frédo Durand:

View-dependent precomputed light transport using nonlinear Gaussian function approximations. 7-14 - Ben Sunshine-Hill, Petros Faloutsos:

Photorealistic lighting with offset radiance transfer mapping. 15-21 - Peter-Pike J. Sloan:

Normal mapping for precomputed radiance transfer. 23-26
Modelling and animating humans
- Taehyun Rhee

, Ulrich Neumann, John P. Lewis:
Human hand modeling from surface anatomy. 27-34 - Guodong Liu, Jingdan Zhang, Wei Wang

, Leonard McMillan
:
Human motion estimation from a reduced marker set. 35-42 - Zhigang Deng

, Pei-Ying Chiang, Pamela Fox, Ulrich Neumann:
Animating blendshape faces by cross-mapping motion capture data. 43-48 - Leslie Ikemoto, Okan Arikan, David A. Forsyth:

Knowing when to put your foot down. 49-53
Shader-based rendering
- Fabio Policarpo, Manuel Menezes de Oliveira Neto

:
Relief mapping of non-height-field surface details. 55-62 - Natalya Tatarchuk:

Dynamic parallax occlusion mapping with approximate soft shadows. 63-69 - Elmar Eisemann, Xavier Décoret:

Fast scene voxelization and applications. 71-78 - Morgan McGuire, George Stathis, Hanspeter Pfister, Shriram Krishnamurthi:

Abstract shade trees. 79-86
Realism
- Kyle Hegeman, Simon Premoze, Michael Ashikhmin, George Drettakis

:
Approximate ambient occlusion for trees. 87-92 - Carsten Dachsbacher, Marc Stamminger:

Splatting indirect illumination. 93-100 - Nikunj Raghuvanshi, Ming C. Lin:

Interactive sound synthesis for large scale environments. 101-108
Distance fields
- Guodong Rong

, Tiow Seng Tan:
Jump flooding in GPU with applications to Voronoi diagram and distance transform. 109-116 - Avneesh Sud, Naga K. Govindaraju, Russell Gayle, Dinesh Manocha:

Interactive 3D distance field computation using linear factorization. 117-124 - Zheng Qin, Michael D. McCool, Craig S. Kaplan:

Real-time texture-mapped vector glyphs. 125-132
Non-traditional rendering
- Alex Ni, Kyuman Jeong, Seungyong Lee, Lee Markosian:

Multi-scale line drawings from 3D meshes. 133-137 - Voicu Popescu, Daniel G. Aliaga:

The depth discontinuity occlusion camera. 139-143
Caustics and shadows
- Olivier Génevaux, Frédéric Larue, Jean-Michel Dischler:

Interactive refraction on complex static geometry using spherical harmonics. 145-152 - Chris Wyman

, Scott Davis:
Interactive image-space techniques for approximating caustics. 153-160 - William Donnelly, Andrew Lauritzen:

Variance shadow maps. 161-165
Navigation and interaction
- Nicholas Burtnyk, Azam Khan, George W. Fitzmaurice, Gordon Kurtenbach:

ShowMotion: camera motion based 3D design review. 167-174 - Antonio Calomeni, Waldemar Celes Filho:

Assisted and automatic navigation in black oil reservoir models based on probabilistic roadmaps. 175-182 - Tina R. Ziemek:

Two-D or not Two-D: gender implications of visual cognition in electronic games. 183-190
Meshes
- Martin Bokeloh, Michael Wand:

Hardware accelerated multi-resolution geometry synthesis. 191-198 - Lijun Qu, Gary W. Meyer:

Perceptually driven interactive geometry remeshing. 199-206 - Diego Nehab

, Joshua Barczak, Pedro V. Sander:
Triangle order optimization for graphics hardware computation culling. 207-211

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