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Conference

Interactive 3D Graphics and Games 

About: Interactive 3D Graphics and Games is an academic conference. The conference publishes majorly in the area(s): Rendering (computer graphics) & Real-time rendering. Over the lifetime, 702 publications have been published by the conference receiving 40240 citations.


Papers
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Proceedings ArticleDOI
01 Mar 2001
TL;DR: The algorithm is extended to allow direct user input for interactive control over the texture synthesis process, which allows the user to indicate large-scale properties of the texture appearance using a standard painting-style interface, and to choose among various candidate textures the algorithm can create by performing different number of iterations.
Abstract: We present a simple texture synthesis algorithm that is well-suited for a specific class of naturally occurring textures. This class includes quasi-repeating patterns consisting of small objects of familiar but irregular size, such as flower fields, pebbles, forest undergrowth, bushes and tree branches. The algorithm starts from a sample image and generates a new image of arbitrary size the appearance of which is similar to that of the original image. This new image does not change the basic spatial frequencies the original image; instead it creates an image that is a visually similar, and is of a size set by the user. This method is fast and its implementation is straightforward. We extend the algorithm to allow direct user input for interactive control over the texture synthesis process. This allows the user to indicate large-scale properties of the texture appearance using a standard painting-style interface, and to choose among various candidate textures the algorithm can create by performing different number of iterations.

861 citations

Proceedings ArticleDOI
15 Apr 1995
TL;DR: An exact and interactive collision detection system for large-scale environments, I-COLLIDE, based on pruning multiple-object pairs using bounding boxes and performing exact collision detection between selected pairs of polyhedral models.
Abstract: we present an exact and interactive collision detection system, I-COLLIDE, for large-scale environments. Such environments are characterized by the number of objects undergoing rigid motion and the complexity of the models. The algorithm does not assume the objects' motions can be expressed as a closed form function of time. The collision detection system is general and can be easily interfaced with a variety of applications. The algorithm uses a two-level approach based on pruning multiple-object pairs using bounding boxes and performing exact collision detection between selected pairs of polyhedral models. We demonstrate the performance of the system in walkthrough and simulation environments consisting of a large number of moving objects. In particular, the system takes less than 1/20 of a second to determine all the collisions and contacts in an environment consisting of more than 1000 moving polytopes, each consisting of more than 50 faces on an HP-9000/750.

753 citations

Proceedings ArticleDOI
30 Apr 1997
TL;DR: This work presents implementations and discussion of six techniques which allow manipulation of remote objects which provide distinct advantages in terms of ease of use and efficiency because they consider the tasks of grabbing and manipulation separately.
Abstract: Grabbing and manipulating virtual objects is an important user interaction for immersive virtual environments. We present implementations and discussion of six techniques which allow manipulation of remote objects. A user study of these techniques was performed which revealed their characteristics and deficiencies, and led to the development of a new class of techniques. These hybrid techniques provide distinct advantages in terms of ease of use and efficiency because they consider the tasks of grabbing and manipulation separately. CR Categories and Subject Descriptors: 1.3.7 [Computer Graphics] :Three-Dimensional Graphics and Realism - Virtual Reality; 1.3.6 [Computer Graphics]:Methodology and Techniques - Interaction Techniques.

721 citations

Proceedings ArticleDOI
30 Apr 1997
TL;DR: This paper uses McMillan and Bishop’s image warping algorithm to re-render, allowing it to compensate for viewpoint translation as well as rotation, and avoids occlusion-related artifacts by warping two different reference images and compositing the results.
Abstract: A pair of rendered images and their Z-buffers contain almost all of the information necessary to re-render from nearby viewpoints. For the small changes in viewpoint that occur in a fraction of a second, this information is sufficient for high quality re-rendering with cost independent of scene complexity. Re-rendering from previously computed views allows an order-of-magnitude increase in apparent frame rate over that provided by conventional rendering alone. It can also compensate for system latency in local or remote display. We use McMillan and Bishop’s image warping algorithm to re-render, allowing us to compensate for viewpoint translation as well as rotation. We avoid occlusion-related artifacts by warping two different reference images and compositing the results. This paper explains the basic design of our system and provides details of our reconstruction and multi-image compositing algorithms. We present our method for selecting reference image locations and the heuristic we use for any portions of the scene which happen to be occluded in both reference images. We also discuss properties of our technique which make it suitable for real-time implementation, and briefly describe our simpler real-time remote display system. CR

605 citations

Proceedings ArticleDOI
01 Feb 1990
TL;DR: The force display technology used in the Sandpaper system is a motor-driven two-degree of freedo m joystick, which computes the appropriate forces for the joystick's motors in real-time.

546 citations

Performance
Metrics
No. of papers from the Conference in previous years
YearPapers
202017
201916
201816
201722
201634
201524