This report about I3D 2011 is from Mauricio Vives, a coworker at Autodesk; he also has photos from the symposium. The papers listing can be found at Ke-Sen Huang’s page and at the ACM Digital Library’s page (tabbed version here). The ACM site has some interesting info, by the way, such as acceptance rates and “most downloaded, most cited” for all I3D articles. I should also remind people: if you’re a member of ACM SIGGRAPH, you automatically have access to all SIGGRAPH-sponsored ACM Digital Library materials (which is essentially almost all their graphics papers).

In case you missed them, Naty’s reports (so far) about I3D are also on this blog: Keynote, Industry Session, and Banquet Talk.

# Papers

**Session: Filtering and Reconstruction**

#### A Local Image Reconstruction Algorithm for Stochastic Rendering

#### Subpixel Reconstruction Antialiasing for Deferred Shading

#### High Quality Elliptical Texture Filtering on GPU

**Session: Lighting in Participating Media**

#### Transmittance Function Mapping

#### Real-Time Volumetric Shadows using 1D Min-Max Mipmaps

#### Real-Time Volume Caustics with Adaptive Beam Tracing

**Session: Collision & Sound**

#### Sound Synthesis for Impact Sounds in Video Games

#### Collision-Streams: Fast GPU-based Collision Detection for Deformable Models

#### Fast Continuous Collision Detection using Parallel Filter in Subspace

**Session: Shadows**

#### Shadow Caster Culling for Efficient Shadow Mapping

#### Colored Stochastic Shadow Maps

#### Sample Distribution Shadow Maps

**Session: Refraction & Global Illumination**

#### Voxel-based Global Illumination

#### Real-Time Rough Refraction

#### Screen-Space Bias Compensation for Interactive High-Quality Global Illumination with Virtual Point Lights

**Session: Human Animation**

#### Motion Rings for Interactive Gait Synthesis

#### Realtime Human Motion Control with A Small Number of Inertial Sensors

#### A Modular Framework for Adaptive Agent-Based Steering

**Session: Geometric and Procedural Modeling**

#### Editable Polycube Map for GPU-based Subdivision Surfaces

#### GPU Curvature Estimation on Deformable Meshes

#### Urban Ecosystem Design

**Session: Interactivity and Interaction**

#### Data Management for SSDs for Large-Scale Interactive Graphics Applications

#### Coherent Image-Based Rendering of Real-World Objects

#### Slice WIM: A Multi-Surface, Multi-Touch Interface for Overview+Detail Exploration of Volume Datasets in Virtual Reality

## TVCG Papers

- Interactive Visualization of Rotational Symmetry Fields on Surfaces
- Real-Time Ray-Tracing of Implicit Surfaces on the GPU
- Simulating Multiple Character Interactions with Collaborative and Adversarial Goals
- Directing Crowd Simulations Using Navigation Fields

# Posters

- gHull: A Three-dimensional Convex Hull Algorithm for Graphics Hardware
- Interactive Indirect Illumination Using Voxel Cone Tracing [This was “Best Poster – Winner”.]
- Level-of-Detail and Streaming Optimized Irradiance Normal Mapping
- Poisson Disk Ray-Marched Ambient Occlusion

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