SIGGRAPH 2021 Papers

ACM SIGGRAPH Conference

Decision breakdown

221papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Poster
    4520.4%
  • Other / unlabeled
    17679.6%

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An Examination of View-settings for Long Texts in VR Reading

Seina Kobayashi, Kei Kanari, Mie Sato

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To reduce the burden from VR reading of long texts, this study finds the view-settings for better readability and less fatigue. As the view-settings, we focus on the font type, the font color, the font size, and the view-distance from the text. Our results show the relation among the view-settings, the readability, and the fatigue for long texts in VR reading.

Poster
Adaptive Radiometric Compensation on Deforming Surfaces

Kazuma Yoshimura, Naoki Hashimoto

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In this research, we propose an adaptive radiometric compensation method, which uses only a projector and a camera, on continuously deforming projection surfaces. Radiometric compensation has been widely studied as a technique for making various objects usable as screens, by canceling out the influence of the color and pattern of the projection target. However, since it is necessary to continuously maintain the inter-pixel correspondence between a projector and a camera, to date, the projection target has been limited to stationary objects. Therefore, we propose a method to estimate the inter-pixel correspondence in real-time, using only a normal projector and camera. The method expands the scope of application of projection mapping greatly, by applying radiometric compensation to deforming clothes, and making them available as screens.

Poster
A Hybrid 2D-3D Tangible Interface for Virtual Reality

Li Zhang, Weiping He, Huidong Bai, Jun He, Yiyue Qiao, Mark Billinghurst

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Virtual Reality (VR) controllers are widely used for easy object selection and manipulation as a primary 3D input method in the virtual environment. Mobile devices with touchscreens like smartphones or tablets provide precise 2D tangible inputs. This research combines a VR controller and a touch-based smartphone to create a novel hybrid 2D-3D interface for enhanced VR interaction. We present the interface design and its implementation and also demonstrate four featured scenarios with the hybrid interface.

Poster