Sciweavers

483 search results - page 72 / 97
» Timing Games and Shared Memory
Sort
View
SI3D
2003
ACM
14 years 3 months ago
Pattern based procedural textures
Numerous real-time applications such computer games or flight simulators require non-repetitive high-resolution texturing on large landscapes. We propose an algorithm which proce...
Sylvain Lefebvre, Fabrice Neyret
ATAL
2008
Springer
13 years 12 months ago
MB-AIM-FSI: a model based framework for exploiting gradient ascent multiagent learners in strategic interactions
Future agent applications will increasingly represent human users autonomously or semi-autonomously in strategic interactions with similar entities. Hence, there is a growing need...
Doran Chakraborty, Sandip Sen
GRAPHICSINTERFACE
2007
13 years 11 months ago
Adapting wavelet compression to human motion capture clips
Motion capture data is an effective way of synthesizing human motion for many interactive applications, including games and simulations. A compact, easy-to-decode representation i...
Philippe Beaudoin, Pierre Poulin, Michiel van de P...
MM
2004
ACM
157views Multimedia» more  MM 2004»
14 years 3 months ago
Everyday cinema
Stories make our experiences memorable over time. In constructing and sharing our personal and communal memories, we move in a reflective manner back and forth between our lifewor...
Aisling Kelliher
IFIP
2004
Springer
14 years 3 months ago
The Driving Philosophers
We introduce a new synchronization problem in mobile ad-hoc systems: the Driving Philosophers. In this problem, an unbounded number of driving philosophers (processes) access a rou...
Sébastien Baehni, Roberto Baldoni, Rachid G...