I3D is the leading conference for real time 3D computer graphics and human interaction.
2015 marks the 29th year since the first conference. This time we will be returning to San Francisco, California during February 27th to March 1st, 2015. We invite you to submit papers across the entire range of topics in interaction, interactive 3D graphics, and games.
Like last year, I3D 2015 will be held immediately before the Game Developers Conference (GDC'15) in the Bay Area. This is an excellent opportunity to attend both conferences and see both research and application in real time 3D computer graphics.
Keynote Speaker Slides:
Congratulations to the following authors for being selected to extend their papers to the IEEE Transactions on Visualization and Computer Graphics (TVCG):
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Aggregate G-Buffer Anti-Aliasing
Cyril Crassin, Morgan McGuire, Kayvon Fatahalian, Aaron Lefohn -
Fast, Memory-Efficient Construction of Voxelized Shadows
Viktor Kämpe, Erik Sintorn, Ulf Assarsson -
Compressed Coverage Masks for Path Rendering on Mobile GPUs
Pavel Krajcevski, Dinesh Manocha -
Frustum-Traced Raster Shadows: Revisiting Irregular Z-Buffers
Chris Wyman, Rama Hoetzlein, Aaron Lefohn
Congratulations to the award winners:
Best Presentation
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Frustum-Traced Raster Shadows: Revisiting Irregular Z-Buffers
Chris Wyman, Rama Hoetzlein, Aaron Lefohn -
Aggregate G-Buffer Anti-Aliasing
Cyril Crassin, Morgan McGuire, Kayvon Fatahalian, Aaron Lefohn -
Simulation and Rendering for Millions of Grass Blades
Zengzhi Fan, Hongwei Li, Karl Hillesland, Bin Sheng
Best Poster
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Rapid Photorealistic Blendshapes from Commodity RGB-D Sensors
Dan Casas, Oleg Alexander, Andrew W. Feng, Graham Fyffe, Ryosuke Ichikari, Paul Debevec, Rhuizhe Wang, Evan Suma, Ari Shapiro
Stephen DiVerdi from Google and Kenny Mitchell from Disney Research will be hosting the Industry Panel titled 'Latency in I3D'. The panelists are:
- Dennis Harper, Onlive
- Natalya Tatarchuk, Bungie
- Lutz Latta, Lucasfilm
- Warren Hunt, Oculus VR
We are pleased to announce the keynotes for this year:
Automating image and video morphing
Hugues Hoppe, Principal Researcher and Manager of the Computer Graphics Group, Microsoft ResearchApplied graphics research for video games: solving real-world problems under real-world constraints (Lessons from Destiny's development)
Natalya Tatarchuk, Graphics Engineering Architect, BungiePhysics in Games
Matthias Müller, Research Lead, NVIDIA
Contact: Please send questions to general@i3dsymposium.org for general inquiries, registration, and sponsorship. Direct queries about paper submissions to papers@i3dsymposium.org and poster submissions to posters@i3dsymposium.org.