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NETGAMES
2006
ACM
15 years 11 months ago
Load balancing for massively multiplayer online games
Supporting thousands, possibly hundreds of thousands, of players is a requirement that must be satisfied when delivering server based online gaming as a commercial concern. Such a...
Fengyun Lu, Simon E. Parkin, Graham Morgan
AFRIGRAPH
2004
ACM
15 years 11 months ago
Realistic shading of human skin in real time
The demand for realistic human characters is driven by interactive application developers worldwide. The look of 3D models in real time graphics is efficiently improved by powerfu...
Florian Struck, Christian-A. Bohn, Sebastian Schmi...
VRST
2004
ACM
15 years 11 months ago
Modeling and rendering of walkthrough environments with panoramic images
An important, potential application of image-based techniques is to create photo-realistic image-based environments for interactive walkthrough. However, existing image-based stud...
Angus M. K. Siu, Ada S. K. Wan, Rynson W. H. Lau
HAPTICS
2003
IEEE
15 years 11 months ago
Real-Time Rigid Body Simulation Based on Volumetric Penalty Method
This paper proposes a new method for real-time rigid body simulations based on a volumetric penalty method. The penalty method, which employs spring-damper model, is a simple and ...
Shoichi Hasegawa, Nobuaki Fujii, Yasuharu Koike, M...
161
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ICAT
2003
IEEE
15 years 11 months ago
A Formalism and a Tool for Diverging Requirements in VR Scenario Modeling
Any VR scenario should offer a certain degree of nonlinearity or openness regarding the story progress as a consequence of the interaction with the user. In this paper we propose ...
Richard Wages, Benno Grützmacher, Georg Troge...