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NETGAMES
2004
ACM
15 years 3 months ago
Realizing bullet time effect in multiplayer games with local perception filters
Local perception filters exploit the limitations of human perception to reduce the effects of network latency in multiplayer computer games. Because they allow temporal distorti...
Jouni Smed, Henrik Niinisalo, Harri Hakonen
NPAR
2000
ACM
15 years 2 months ago
Performance-driven hand-drawn animation
We present a novel method for generating performance-driven, “hand-drawn” animation in real-time. Given an annotated set of hand-drawn faces for various expressions, our algor...
Ian Buck, Adam Finkelstein, Charles E. Jacobs, All...
DIWEB
2001
14 years 11 months ago
Converting XML Data To UML Diagrams For Conceptual Data Integration
The demand for data integration is rapidly becoming larger as more and more information sources appear in modern enterprises. In many situations a logical (rather than physical) i...
Mikael R. Jensen, Thomas H. Møller, Torben ...
GECCO
2008
Springer
149views Optimization» more  GECCO 2008»
14 years 11 months ago
Real-time imitation-based adaptation of gaming behaviour in modern computer games
In the course of the recent complexification and sophistication of commercial computer games, the creation of competitive artificial players that are able to behave intelligentl...
Steffen Priesterjahn, Alexander Weimer, Markus Ebe...
TVCG
1998
143views more  TVCG 1998»
14 years 9 months ago
Calibration-Free Augmented Reality
We describe the design and implementation of a videobasedaugmentedreality system capableof overlayingthreedimensional graphical objects on live video of dynamic environments. The ...
Kiriakos N. Kutulakos, James R. Vallino