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GAMEON
2000
15 years 7 months ago
Artificial Life Techniques for Generating Controllers for Physically Modelled Characters
The realistic physical modelling of characters in games and virtual worlds is becoming a viable alternative to more traditional animation techniques. Physical modelling can enhanc...
Tim Taylor
PDSE
1998
126views more  PDSE 1998»
15 years 7 months ago
Validation and Test Generation for Object-Oriented Distributed Software
The development of correct OO distributed software is a daunting task as soon as the distributed interactions are not trivial. This is due to the inherent complexity of distribute...
Thierry Jéron, Jean-Marc Jézé...
CAD
2010
Springer
15 years 6 months ago
3D ball skinning using PDEs for generation of smooth tubular surfaces
We present an approach to compute a smooth, interpolating skin of an ordered set of 3D balls. By construction, the skin is constrained to be C1 continuous, and for each ball, it i...
Gregory G. Slabaugh, Brian Whited, Jarek Rossignac...
COMPSEC
2010
124views more  COMPSEC 2010»
15 years 6 months ago
Runtime monitoring for next generation Java ME platform
Many modern mobile devices, such as mobile phones or Personal Digital Assistants (PDAs), are able to run Java applications, such as games, Internet browsers, chat tools and so on....
Gabriele Costa, Fabio Martinelli, Paolo Mori, Chri...
IJFCS
2006
111views more  IJFCS 2006»
15 years 6 months ago
Completeness and realizability: conditions for automatic generation of workflows
In recent years, workflow technology has greatly facilitated business process modeling and reengineering in information systems. On one hand, the separation of an application'...
Shiyong Lu, Arthur J. Bernstein, Philip M. Lewis