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VSGAMES
2010
120views Game Theory» more  VSGAMES 2010»
15 years 4 days ago
Randomly Generated 3D Environments for Serious Games
— This paper describes a variety of methods that can be used to create realistic, random 3D environments for serious games requiring real-time performance. These include the gene...
Jeremy Noghani, Fotis Liarokapis, Eike Falk Anders...
CGI
2006
IEEE
15 years 7 months ago
Real-Time Rendering of Point Based Water Surfaces
Abstract. In recent years, attention has been paid to particle-based fluid simulation, with several methods being developed to incorporate particle-based simulation into CG animat...
Kei Iwasaki, Yoshinori Dobashi, Fujiichi Yoshimoto...
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MOBICOM
2006
ACM
15 years 7 months ago
VanetMobiSim: generating realistic mobility patterns for VANETs
In this paper, we present and describe VanetMobiSim, a generator of realistic vehicular movement traces for telecommunication networks simulators. VanetMobiSim mobility descriptio...
Jérôme Härri, Fethi Filali, Chri...
CHI
2004
ACM
16 years 2 months ago
Single-handed interaction techniques for multiple pressure-sensitive strips
We present a set of interaction techniques that make novel use of a small pressure-sensitive pad to allow one-handed direct control of a large number of parameters. The surface of...
Gábor Blaskó, Steven Feiner
BROADNETS
2007
IEEE
15 years 8 months ago
Modeling and analysis of worm interactions (war of the worms)
—“War of the worms” is a war between opposing computer worms, creating complex worm interactions as well as detrimental impact on infrastructure. For example, in September 20...
Sapon Tanachaiwiwat, Ahmed Helmy