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» Automatic Generation of Game Level Solutions as Storyboards
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EGH
2005
Springer
14 years 1 months ago
Optimal automatic multi-pass shader partitioning by dynamic programming
Complex shaders must be partitioned into multiple passes to execute on GPUs with limited hardware resources. Automatic partitioning gives rise to an NP-hard scheduling problem tha...
Alan Heirich
DIGRA
2005
Springer
14 years 1 months ago
Interactive Story Writing in the Classroom: Using Computer Games
Interactive story writing is a new medium for creative expression. The story “writer” uses a computer game (such as BioWare’s Neverwinter Nights) to create an interactive st...
Jonathan Schaeffer, Mike Carbonaro, Duane Szafron,...
CONSTRAINTS
2008
117views more  CONSTRAINTS 2008»
13 years 7 months ago
Domain Specific High-Level Constraints for User Interface Layout
We present the Auckland Layout Model (ALM), a constraint-based technique for specifying 2D layout as it is used for arranging the controls in a GUI. Most GUI frameworks offer layo...
Christof Lutteroth, Robert Strandh, Gerald Weber
IEEEPACT
2006
IEEE
14 years 1 months ago
Fast, automatic, procedure-level performance tuning
This paper presents an automated performance tuning solution, which partitions a program into a number of tuning sections and finds the best combination of compiler options for e...
Zhelong Pan, Rudolf Eigenmann
INTERACTION
2009
ACM
14 years 2 months ago
DTD2OWL: automatic transforming XML documents into OWL ontology
DTD and its instance have been considered the standard for data representation and information exchange format on the current web. However, when coming to the next generation of w...
Pham Thi Thu Thuy, Young-Koo Lee, Sungyoung Lee