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» Toward Quality-Driven Development of 3D Computer Games
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VIIP
2001
13 years 9 months ago
Collision Handling and Shadow Casting in Virtual-Prismaker
Abstract. Our research team is developing a computer construction game called VirtualPrismaker based on the physical game Prismakertm . We have had to deal with all typical and ess...
Víctor López-Jaquero, Antonio Fern&a...
CVPR
2012
IEEE
11 years 10 months ago
Center-Shift: An approach towards automatic robust mesh segmentation (ARMS)
In the area of 3D shape analysis, research in mesh segmentation has always been an important topic, as it is a fundamental low-level task which can be utilized in many application...
Mengtian Sun, Yi Fang, Karthik Ramani
AINA
2010
IEEE
14 years 22 days ago
Testing Cross-Platform Streaming of Video Games over Wired and Wireless LANs
—In this paper we present a new cross-platform approach for video game delivery in wired and wireless local networks. The developed 3D streaming and video streaming approaches en...
Audrius Jurgelionis, Francesco Bellotti, Alessandr...
PRL
2007
108views more  PRL 2007»
13 years 7 months ago
Towards a measure of deformability of shape sequences
In this paper we develop a theory for characterizing how deformable a shape is given a sequence of its observations. We define a term called ‘‘deformability index’’ (DI) ...
Amit K. Roy Chowdhury
GRAPHICSINTERFACE
2004
13 years 9 months ago
Towards the Next Generation of Tabletop Gaming Experiences
In this paper we present a novel hardware and software platform (STARS) to realize computer augmented tabletop games that unify the strengths of traditional board games and comput...
Carsten Magerkurth, Maral Memisoglu, Timo Engelke,...