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NETGAMES
2004
ACM
14 years 2 months ago
Accuracy in dead-reckoning based distributed multi-player games
Distributed multi-player games use dead reckoning vectors to intimate other (at a distance) participating players about the movement of any entity by a controlling player. The dea...
Sudhir Aggarwal, Hemant Banavar, Amit Khandelwal, ...
PG
2003
IEEE
14 years 1 months ago
Motion Perturbation Based on Simple Neuromotor Control Models
Motion capture is widely used for character animation. One of the major challenges of this technique is how to modify the captured motion in plausible ways. Previous work has focu...
KangKang Yin, Michael B. Cline, Dinesh K. Pai
ICDE
2008
IEEE
142views Database» more  ICDE 2008»
14 years 10 months ago
A Motion-Aware Approach to Continuous Retrieval of 3D Objects
Abstract-- With recent advances in mobile computing technologies, mobile devices can now render 3D objects realistically. Many users of these devices such as tourists, mixed-realit...
Mohammed Eunus Ali, Rui Zhang, Egemen Tanin, Lars ...
VCIP
2001
199views Communications» more  VCIP 2001»
13 years 10 months ago
Estimation of large-amplitude motion and disparity fields: application to intermediate view reconstruction
This paper describes a method for establishing dense correspondence between two images in a video sequence (motion) or in a stereo pair (disparity) in case of large displacements....
Moustapha Kardouchi, Janusz Konrad, Carlos V&aacut...
SAC
2009
ACM
14 years 1 months ago
Aspect-oriented procedural content engineering for game design
Generally progressive procedural content in the context of 3D scene rendering is expressed as recursive functions where a finer level of detail gets computed on demand. Typical e...
Walter Cazzola, Diego Colombo, Duncan Harrison