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IEEECGIV
2005
IEEE
14 years 1 months ago
A Practical Implementation of a 3-D Game Engine
Creating a 3-D game engine is not a trivial task as gamers often demand for high quality output with top notch performance in games. In this paper, we show you how various real-ti...
Thomas C. S. Cheah, Kok-Why Ng
WONS
2005
IEEE
14 years 1 months ago
Broadcasting in Hybrid Ad Hoc Networks
In this paper, we consider hybrid ad hoc networks, which are composed of two kinds of nodes, regular ones and nodes with additional capabilities. For example, multi-hop cellular a...
François Ingelrest, David Simplot-Ryl, Ivan...
SI3D
2005
ACM
14 years 1 months ago
Geopostors: a real-time geometry / impostor crowd rendering system
The simulation of large crowds of humans is important in many fields of computer graphics, including real-time applications such as games, as they can breathe life into otherwise...
Simon Dobbyn, John Hamill, Keith O'Conor, Carol O'...
HPCC
2005
Springer
14 years 1 months ago
Adaptive Buffering-Based on Handoff Prediction for Wireless Internet Continuous Services
New challenging deployment scenarios are accommodating portable devices with limited and heterogeneous capabilities that roam among wireless access localities during service provis...
Paolo Bellavista, Antonio Corradi, Carlo Giannelli
ICNC
2005
Springer
14 years 1 months ago
On Non-markovian Topographic Organization of Receptive Fields in Recursive Self-organizing Map
Abstract. Recently, there has been an outburst of interest in extending topographic maps of vectorial data to more general data structures, such as sequences or trees. The represen...
Peter Tiño, Igor Farkas