Difference between revisions of "I3D 2020"
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|has general chair=Morgan McGuire, Derek Nowrouzezahrai | |has general chair=Morgan McGuire, Derek Nowrouzezahrai | ||
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| − | + | Topics include, but are not limited to: | |
| − | + | * Real-time rendering | |
| − | + | * Physics-based animation | |
| − | + | * Virtual and augmented reality | |
| − | + | * Deep learning for graphics and simulation | |
| − | + | * Collision detection | |
| − | + | * Real-time computer vision | |
| − | * | + | * Navigation in virtual environments |
| − | * | + | * Texture synthesis |
| − | ** | + | * Real-time post-processing effects |
| − | + | * Interactive 3D modeling | |
| − | * | + | * Level-of-detail approaches |
| − | ** | + | * Pre-computed lighting for real-time applications |
| − | + | * Visibility computation | |
| − | * | + | * Real-time surface shading |
| − | * | + | * Fast shadows, caustics and reflections |
| − | + | * Impostors and image-based techniques | |
| − | * | + | * Motion synthesis and path planning |
| − | * | + | * Interaction devices and techniques |
| − | + | * Interactive visualization | |
| − | * | + | * User studies of interactive techniques |
| − | * | + | * Sketch-based 3D interaction |
| − | + | * Highly-interactive video game techniques | |
| − | * | + | * Content generation techniques for real-time applications |
| − | ** | ||
| − | ** | ||
| − | |||
| − | * | ||
| − | * | ||
| − | |||
| − | * | ||
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Revision as of 10:23, 13 May 2020
| I3D 2020 | |
|---|---|
ACM-SIGRAPH Interactive 3D Graphics
| |
| Event in series | I3D |
| Dates | 2020/09/15 (iCal) - 2020/09/17 |
| Homepage: | http://i3dsymposium.github.io/2020/ |
| Twitter account: | @I3DCONF |
| Location | |
| Location: | San Francisco, California, United States |
| Important dates | |
| Submissions: | 2019/12/20 |
| Committees | |
| General chairs: | Morgan McGuire, Derek Nowrouzezahrai |
| Table of Contents | |
| Tweets by @I3DCONF | |
Topics include, but are not limited to: * Real-time rendering * Physics-based animation * Virtual and augmented reality * Deep learning for graphics and simulation * Collision detection * Real-time computer vision * Navigation in virtual environments * Texture synthesis * Real-time post-processing effects * Interactive 3D modeling * Level-of-detail approaches * Pre-computed lighting for real-time applications * Visibility computation * Real-time surface shading * Fast shadows, caustics and reflections * Impostors and image-based techniques * Motion synthesis and path planning * Interaction devices and techniques * Interactive visualization * User studies of interactive techniques * Sketch-based 3D interaction * Highly-interactive video game techniques * Content generation techniques for real-time applications