1.
Creating Games
Morgan McGuire and Odest Chadwicke Jenkins, Creating Games: Mechanics, Content, and Technology, A K Peters, 500 pages, ISBN 978-1-56881-305-9, ...
2.
Indirection Mapping for Quasi-Conformal Relief Texturing
To ameliorate stretching artifacts, we describe how to precompute an indirection map that transforms traditional texture coordinates into a quasi-conformal ...
3.
Practical, real-time matting with dual imagers
Data includes the same scenes prepared for defocus matting, polarization matting, blue screen matting/green screen matting, difference matting, ...
4.
i3D 2007 | Papers
TileTrees. Sylvain Lefebvre and Carsten Dachsbacher. Efficient Histogram Generation Using Scattering on GPUs. Thorsten Scheuermann and Justin Hensley ...
5.
i3D 2007 | Schedule
... Li-Yi Wei, Xin Tong, and Baining Guo TileTrees Sylvain Lefebvre and Carsten Dachsbacher Efficient Histogram Generation Using Scattering on GPUs Thorsten ...
6.
Game Design Studio
Game Design Studio. COURSE: Description Project Honor Code Games .... Games 4 Girls Competition ($1000/team member) · Independent Games Festival (Up to ...
7.
Game Design Studio
Your game should leverage the strengths of your team members. You may design your game entirely using the craft materials like pawns, grids, dice, ...
8.
Game Design Studio
Your game should leverage the strengths of your team members. You may design your game entirely using the craft materials like pawns, grids, dice, ...
9.
Practical, real-time matting with dual imagers
This system eliminates color spill and other drawbacks of blue-screen matting while preserving many of its desirable properties (e.g., unassisted, real-time ...
10.
i3D 2009
The prize, courtesy of NVIDIA Corporation, is a top-end graphics card to be given to the best paper presentation at the conclusion of the conference. ...