Proceedings of the 2005 symposium on Interactive 3D graphics and games
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You hold in your hands the proceedings of the 2005 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, held April 3-6, 2005 in Washington, DC. Established at a 1986 workshop held at the University of North Carolina, I3D has grown into a healthy long-running conference and a premiere forum for techniques that combine 3D computer graphics with human interaction. The papers in these proceedings reflect and continue that tradition. Of 95 submissions, 26 papers were accepted after long and careful deliberation by the international program committee. The number of submissions is on par with recent years and testifies to the continuing interest in, and importance of, interactive 3D research.I3D 2005 ushers in a number of changes designed to build on the strengths of the conference. We have extended the name to explicitly reflect the growing importance of games and the relevance of the conference to game developers, and added a game community liaison as an official conference committee position. Of course, the conference continues to focus on the hottest research in real-time rendering, interactive visualization and visual depiction, interactive modeling, user-assisted techniques, and applications of interactive 3D graphics. Many of the enclosed papers are directly relevant to game developers; these papers have been highlighted in your program. Over time we hope the conference will evolve to comprise even more game-relevant content and attract more high-quality papers on games research, while continuing to keep the high technical and scholarly standards for which I3D has become known.This year we also re-organized the program committee to enlarge its scope, increase international participation, and reduce the load on individual committee members. There was no physical meeting of the committee; instead, members were responsible for reviewing a small number of papers, reading the other reviewer's comments, and participating in an online discussion to choose the final papers.We have added tutorials to the I3D program in order to broaden the scope of the conference and attract additional attendees. We have also added a posters session for work in progress, small but interesting contributions, and research results of interest to the I3D community but not yet large enough or mature enough for a full paper.Most importantly, beginning in 2005 I3D will be held annually instead of bi-annually. The expanded scope and the consistently high number and quality of submitted papers argue that the time has come for the conference to go annual; at the same time, moving to a yearly schedule will make it easier for researchers to consistently include I3D in their publication plans. This year we meet in Washington, DC; in 2006 we will meet again in the San Francisco area at the Redwood City campus of Electronic Arts—an example of the generous corporate support that I3D needs to continue to garner if the conference is to stay healthy.