Conference Information

i3D 2026: ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games

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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: 60647   Tracked: 21   Attend: 2

Call For Papers

i3D 2026 (ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games) is a CCF B / CORE B / QUALIS A2 conference held in Vancouver, British Columbia, Canada on 2026-05-15. The paper submission deadline is 2026-01-09. Acceptance notifications are sent on 2026-02-16.

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
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Acceptance Ratio

Average acceptance rate: 32.5% over 12 years (1990–2009).

YearSubmittedAcceptedAccepted(%)
2009872832.2%
2008572442.1%
2007722534.7%
2006732838.4%
2005952627.4%
20031022726.5%
2001843136.9%
19991052624.8%
1997852428.2%
1995963334.4%
1992692434.8%
1990822429.3%

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Related Journals

CCFFull NameImpact FactorPublisherISSN
Interactive Learning Environments5.3Taylor & Francis1049-4820
cACM Transactions on Interactive Intelligent Systems4.8ACM2160-6455
bComputer Graphics Forum2.9John Wiley & Sons, Ltd1467-8659
cComputers & Graphics2.8Elsevier0097-8493
bSoftware: Practice and Experience2.7John Wiley & Sons, Ltd1097-024X
Archive for Rational Mechanics and Analysis2.4Springer0003-9527
Proceedings of the ACM in Computer Graphics and Interactive Techniques2.3ACM2577-6193
IEEE Computer Graphics and Applications1.4IEEE0272-1716
bInteracting with Computers1.000Oxford University Press0953-5438
Interaction Studies0.900John Benjamins Publishing Company1572-0373