All I3D short conference papers invited to extend to JCGT
Since the beginning of the partnership between the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D) and JCGT five years ago, 3-5 regular JCGT papers have taken advantage of the opportunity to present at I3D each year, and JCGT has invited 3-5 I3D papers to extend for JCGT. These extended papers must have at least 25% new material, generally suggested to focus toward the practical details that are left out of papers in an academic conference, new developments, and robustness of the presented techniques.
This year, with the creation of the new Proceedings of the ACM journal, I3D has split their accepted papers into two categories. 20+ I3D papers will be published directly in PACM, and 14 "conference" papers appear only in the I3D proceedings. I'm pleased to announce that JCGT is inviting extended versions for all 14 I3D "conference" papers this year. This gives every paper published in I3D 2018 a path to journal publication, either directly in PACM or though extension to JCGT.
The invited papers are:
- Floyd Chitalu, Christophe Dubach, and Taku Komura. Bulk-Synchronous Parallel BVH Traversal for Collision Detection on GPUs.
- Ruofei Du, Ming Chuang, Wayne Chang, Hugues Hoppe, and Amitabh Varshney. Montage4D: Interactive Seamless Fusion of Multiview Video Textures.
- Alex Frasson, Tiago Augusto Engel and Cesar Tadeu Pozzer. Efficient Screen-Space Rendering of Vector Features on Virtual Terrains.
- Eric Heitz, Stephen Hill, and Morgan McGuire. Combining Analytic Direct Illumination and Stochastic Shadows.
- Hao Jiang, Zhigang Deng, Mingliang Xu, Xiangjun He, Tianlu Mao, and Zhaoqi Wang. An Emotion Evolution based Model for Collective Behavior Simulation.
- Alain Juarez-Perez and Marcelo Kallmann. Fast Behavioral Locomotion with Layered Navigation Meshes.
- Benjamin Keinert, Jana Martschinke and Marc Stamminger. Learning Real-Time Ambient Occlusion from Distance Representations.
- Gregor Mückl and Carsten Dachsbacher. Transport Path Precomputation for Real-time Room Reverb.
- Julien Philip and George Drettakis. Plane-Based Multi-View Inpainting for Image-Based Rendering in Large Scenes.
- Iana Podkosova and Hannes Kaufmann. Mutual Collision Avoidance During Walking in Real and Collaborative Virtual Environments.
- Nghia Truong and Cem Yuksel. A Narrow-Range Filter for Screen-Space Fluid Rendering.
- Sai-Keung Wong, Yi-Hung Chou, and Hsiang-Yu Yang. A Framework for Simulating Agent-Based Cooperative Tasks in Crowd Simulation.
- Kai Xiao, Gabor Liktor, and Karthik Vaidyanathan. Coarse Pixel Shading with Temporal Supersampling.
- Weidan Xiong, Pengbo Zhang, Pedro V Sander, and Ajay Joneja. Shape-Inspired Architectural Design.