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EGH
2011
Springer
12 years 8 months ago
Lossless Compression of Already Compressed Textures
Texture compression helps rendering by reducing the footprint in graphics memory, thus allowing for more textures, and by lowering the number of memory accesses between the graphi...
Jacob Ström, Per Wennersten
IEEECGIV
2009
IEEE
14 years 3 months ago
A Framework on the Applications of Interactive Art
—With the fusion in the world of art and science, technology has made a dent in the course of art, and there is now a time and place for those actively interested in both the aca...
Teeragit Nasaree Hare, Natasha Dejdumrong
IISWC
2009
IEEE
14 years 3 months ago
Rodinia: A benchmark suite for heterogeneous computing
—This paper presents and characterizes Rodinia, a benchmark suite for heterogeneous computing. To help architects study emerging platforms such as GPUs (Graphics Processing Units...
Shuai Che, Michael Boyer, Jiayuan Meng, David Tarj...
ICIDS
2009
Springer
14 years 3 months ago
Designing Storytelling Games That Encourage Narrative Play
Storytelling games are a form of competitive storytelling framed in the context of gameplay. However, most existing storytelling games emphasize competitive gameplay and winning at...
Alex Mitchell, Kevin McGee
FDG
2009
ACM
14 years 3 months ago
Motion and scene complexity for streaming video games
This work provides detailed measurements of the motion and scene complexity for a wide variety of video games. Novel algorithms to measure motion and scene complexity are presente...
Mark Claypool