Conference Information
i3D 2026: ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
https://i3dsymposium.org/2026/Submission Date: |
2026-01-09 |
Notification Date: |
2026-02-16 |
Conference Date: |
2026-05-15 |
Location: |
Vancouver, British Columbia, Canada |
Years: |
30 |
CCF: b CORE: b QUALIS: a2 Viewed: 41135 Tracked: 21 Attend: 2
Call For Papers
The ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D) is the leading conference for real-time 3D computer graphics and human interaction. The symposium brings together researchers, engineers, and industry professionals to discuss their latest work on real-time and interactive computer graphics and related applications. The symposium has a long legacy of innovative and excellent technical content, with influential work on rendering, texture synthesis, collision detection, VR interaction, animation, and many other areas of real-time computer graphics, having been presented at the conference.
We invite you to submit papers about real-time 3D graphics, interaction, and games. All accepted papers will be published in PACMCGIT Issue I3D 2026 and presented at I3D 2026 in May 2026, which is sponsored by ACM SIGGRAPH.
Submissions from industry and outside of academia are welcome. Topics include, but are not limited to:
Real-time rendering
Real-time ray tracing and path tracing
Physics-based animation
Virtual and augmented reality
Learning-based methods for interactive graphics and simulation
Collision detection
Real-time computer vision
Navigation in virtual environments
Texture synthesis
Real-time post-processing effects
Interactive 3D modeling
In-the-wild 3D reconstruction
Level-of-detail approaches
Pre-computed lighting for real-time applications
Visibility computation
Real-time surface shading
Fast shadows, caustics and reflections
Image-based rendering techniques
Motion synthesis and path planning
Character and crowd animation and simulation techniques
Interaction devices and techniques
User studies of interactive techniques
How visuals affect gaming experience
How visuals and delay impact game and esports performance
Procedural content generation for games
Sketch-based 3D modeling and design
Video game techniques and game AI
Content generation techniques for real-time applications
Last updated by Dou Sun in 2025-12-18
Acceptance Ratio
| Year | Submitted | Accepted | Accepted(%) |
|---|---|---|---|
| 2009 | 87 | 28 | 32.2% |
| 2008 | 57 | 24 | 42.1% |
| 2007 | 72 | 25 | 34.7% |
| 2006 | 73 | 28 | 38.4% |
| 2005 | 95 | 26 | 27.4% |
| 2003 | 102 | 27 | 26.5% |
| 2001 | 84 | 31 | 36.9% |
| 1999 | 105 | 26 | 24.8% |
| 1997 | 85 | 24 | 28.2% |
| 1995 | 96 | 33 | 34.4% |
| 1992 | 69 | 24 | 34.8% |
| 1990 | 82 | 24 | 29.3% |
Best Papers
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Related Journals
| CCF | Full Name | Impact Factor | Publisher | ISSN |
|---|---|---|---|---|
| Interactive Learning Environments | 5.3 | Taylor & Francis | 1049-4820 | |
| c | ACM Transactions on Interactive Intelligent Systems | 4.8 | ACM | 2160-6455 |
| b | Computer Graphics Forum | 2.9 | John Wiley & Sons, Ltd | 1467-8659 |
| c | Computers & Graphics | 2.8 | Elsevier | 0097-8493 |
| b | Software: Practice and Experience | 2.7 | John Wiley & Sons, Ltd | 1097-024X |
| Archive for Rational Mechanics and Analysis | 2.4 | Springer | 0003-9527 | |
| IEEE Computer Graphics and Applications | 1.4 | IEEE | 0272-1716 | |
| Proceedings of the ACM in Computer Graphics and Interactive Techniques | 1.400 | ACM | 2577-6193 | |
| b | Interacting with Computers | 1.000 | Oxford University Press | 0953-5438 |
| Interaction Studies | 0.900 | John Benjamins Publishing Company | 1572-0373 |