Sciweavers

35 search results - page 4 / 7
» A Practical Implementation of a 3-D Game Engine
Sort
View
SI3D
2009
ACM
14 years 2 months ago
Dynamic solid textures for real-time coherent stylization
Stylized rendering methods, which aim at depicting 3D scenes with 2D marks such as pigments or strokes, are often faced with temporal coherence issues when applied to dynamic scen...
Pierre Bénard, Adrien Bousseau, Joëlle...
GI
2004
Springer
14 years 22 days ago
Realtime Ray Tracing for Current and Future Games
: Recently, realtime ray tracing has been developed to the point where it is becoming a possible alternative to the current rasterization approach for interactive 3D graphics. With...
Jörg Schmittler, Daniel Pohl, Tim Dahmen, Chr...
IE
2007
13 years 9 months ago
Through the looking glass: game worlds as representations and views from elsewhere
This paper describes the rationale and subsequent development stages of a work in progress: a graffiti toolkit for rich spatial 3D environments and an actual world mnemonic collec...
J. Turner, Nicola J. Bidwell
IBMSJ
2006
96views more  IBMSJ 2006»
13 years 7 months ago
Running Quake II on a grid
ed underlying grid infrastructure to an application) allowed us to reuse an existing game engine without the need to make any significant changes to it. In this paper we examine th...
Glenn Deen, Matthew Hammer, John Bethencourt, Iris...
CATE
2004
248views Education» more  CATE 2004»
13 years 8 months ago
SIMSE: An Interactive Simulation Game for Software Engineering Education
The typical software engineering education lacks a practical experience of the process of software engineering-students are presented with relevant process theory in lectures, but...
Emily Oh Navarro, André van der Hoek