{"id":1628,"date":"2010-07-15T05:21:00","date_gmt":"2010-07-15T11:21:00","guid":{"rendered":"http:\/\/www.realtimerendering.com\/blog\/?p=1628"},"modified":"2010-07-15T05:21:00","modified_gmt":"2010-07-15T11:21:00","slug":"i3d-2011","status":"publish","type":"post","link":"https:\/\/www.realtimerendering.com\/blog\/i3d-2011\/","title":{"rendered":"I3D 2011"},"content":{"rendered":"<p>The<a href=\"http:\/\/graphics.cs.umass.edu\/i3d2011\/\"> website for I3D 2011<\/a> is now up, including the time\/place and CFP. I3D will be in San Francisco next year, from February 18-20th. I3D probably has a higher percentage of graphics papers relevant to games than any other conference; this year five of the papers described techniques already in use in games (including high-profile titles like <em>Batman: Arkham Asylum<\/em> and <em>Civilization 5<\/em>), and many of the other papers were also highly relevant. Unfortunately, very few game developers attend; I hope next year&#8217;s location (San Francisco is home to a large number of developers) will help.<\/p>\n<p>I3D is a great small conference to publish real-time rendering papers. One advantage it has for authors over Eurographics conferences like EGSR, and co-sponsored conferences like HPG and SCA (in &#8220;Europe&#8221; years) is that it is not subject to Eurographics&#8217; monumentally stupid &#8220;authors can&#8217;t post copies of their papers for a year after the conference&#8221; policy. This policy, of course, hurts the chance of your paper being cited by making it harder for people to read it &#8211; brilliant! Hopefully EG will see the error of its ways soon &#8211; until then, you are better off sending your papers to non-EG conferences like I3D.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The website for I3D 2011 is now up, including the time\/place and CFP. I3D will be in San Francisco next year, from February 18-20th. I3D probably has a higher percentage of graphics papers relevant to games than any other conference; this year five of the papers described techniques already in use in games (including high-profile [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[48],"tags":[11,405],"class_list":["post-1628","post","type-post","status-publish","format-standard","hentry","category-reports","tag-i3d","tag-i3d-2011"],"_links":{"self":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/1628","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/comments?post=1628"}],"version-history":[{"count":3,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/1628\/revisions"}],"predecessor-version":[{"id":1631,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/1628\/revisions\/1631"}],"wp:attachment":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/media?parent=1628"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/categories?post=1628"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/tags?post=1628"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}