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GAMEON
2000
13 years 9 months ago
RC++ A Rule Based Language for Game AI
"Game AI" is the high-level control code for computer entertainment applications. Games are diverse, and the nature of game AI reflects this diversity. However, game AI,...
Ian Wright, James A. R. Marshall
IWMMDBMS
1998
91views more  IWMMDBMS 1998»
13 years 9 months ago
Q-L/MRP: A Buffer Management Mechanism for QoS Support in a Multimedia DBMS
Multimedia database systems (MMDBSs) have to be capable to handle efficiently time-dependent and timeindependent data, and to support Quality-of-Service (QoS). To support continuo...
Pål Halvorsen, Vera Goebel, Thomas Plagemann
DAGSTUHL
1997
13 years 9 months ago
Ray-Based Data Level Comparisons of Direct Volume Rendering Algorithms
This paper describes and demonstrates the e ectiveness of several metrics for data level comparison of direct volume rendering (DVR) algorithms. The focus is not on speed ups from...
Kwansik Kim, Alex Pang
WSC
1997
13 years 9 months ago
Java Based Conservative Distributed Simulation
Distributed discrete event simulation techniques aim at an acceleration of the execution of a self-contained simulation model by the spatial decomposition of that model and the co...
Alois Ferscha, Michael Richter
LFP
1992
140views more  LFP 1992»
13 years 9 months ago
Global Tagging Optimization by Type Inference
Tag handling accounts for a substantial amount of execution cost in latently typed languages such as Common LISP and Scheme, especially on architectures that provide no special ha...
Fritz Henglein
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