Christian Lundell
This thesis work presents a new algorithm for simulating fluid based on the Navier-Stokes equations. The algorithm is designed for cell based sandbox games where interactivity and performance are the main priorities. The algorithm enforces mass conservation conservatively instead of enforcing a divergence free velocity field. A global scale pressure model that simulates hydrostatic pressure […]
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David Grelsson
CONTEXT: Procedural Terrain Generation refers to the algorithmical creation of terrains with limited or no user input. Terrains are an important piece of content in many video games and other forms of simulations. OBJECTIVES: In this study a tile-based approach to creating endless terrains is investigated. The aim is to find if real-time performance is […]
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Abu Asaduzzaman, Deepthi Gummadi
According to the current design trends, multithreaded multicore processors will be ubiquitous in every device. In computer gaming, chip-makers are adding more cores to fulfill the next generation performance requirements. A game engine has many ‘tasks’ and data parallelism is an important technique for concurrent execution of these tasks. However, effective implementation of multithreaded computer […]
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Mark Joselli, Cristina Nader Vasconcelos, Esteban Clua
Multi-thread architectures are the current trends for both PCs (multi-core CPUs and GPUs) and game consoles such as the Microsoft Xbox 360 and Sony Playstation 3. GPUs (Graphics Processing Units) have evolved into extremely powerful and flexible processors, allowing its use for processing different data. This advantage can be used in game development to optimize […]
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Oliver Klehm, Hans-Peter Seidel, Elmar Eisemann
Volumetric light scattering is a complex phenomenon that is difficult to simulate in real time as light can be scattered towards the camera from everywhere in space. By assuming a single-scattering model, we can transform the usually-employed ray-marching into an efficient ray-independent texture filtering process. Our algorithm builds upon a rectified shadow map as input […]
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A.O Adeyemi-Ejeye, S.D Walker
Ultra-High definition video streaming has been explored in recent years. Most recently the possibility of 4kUHD video streaming over wireless 802.11n was presented, using pre-encoded video. Live encoding for streaming using x264 has proven to be very slow. The use of parallel encoding has been explored to speed up the process using CUDA. However there […]
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Eamonn Killian
The purpose of this coffee shop read is to attempt to highlight the criticality of videogames as a component of the "Convergence" of some amazing technologies (in particular: Cloud, Gaming/MMOG, Gamification and BigData) that is clear to many inside the IT world. I am not a deep technical "guru" I am a businessman that seeks […]
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Liordino dos S. Rocha Neto, Filipe Deo Guimaraes, Antonio L. Apolinario Jr., Vinicius M. Mello
A non-photorealistic rendering style is constantly chosen in games to emphasize the fantasy of the story. In this scenario, the presence of natural elements such as water is common. Simulation and rendering of water in 3D worlds still presents some technical challenges though. This paper describes an approach to render cartoon style water in real […]
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Marcelo Zamith, Luis Valente, Mark Joselli, Jose Silva Junior, Esteban Clua, Bruno Feijo
The availability of multicore CPUs and programmable GPUs have risen the provision of processing power for applications. In case of games, this means increased scene realism and more sophisticated artificial intelligence and physics simulations, for example. However, using more power raises energy consumption and system temperature. Therefore, energy consumption and thermal management are research fields […]
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Alexey Boreskov, Evgeniy Shikin
Computer Graphics: From Pixels to Programmable Graphics Hardware explores all major areas of modern computer graphics, starting from basic mathematics and algorithms and concluding with OpenGL and real-time graphics. It gives students a firm foundation in today’s high-performance graphics. UP-TO-DATE TECHNIQUES, ALGORITHMS, AND API: The book includes mathematical background on vectors and matrices as well […]
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Zhou Zhao, Kai Hwang, Jose Villeta
Cloud gaming provides game-on-demand (GoD) services over the Internet cloud. The goal is to achieve faster response time and higher QoS. The video game is rendered remotely on the game cloud and decoded on thin client devices such as tablet computer or smartphone. We design a game cloud with a virtualized cluster of CPU/GPU servers […]
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J. Bikker
This thesis describes efficient rendering algorithms based on ray tracing, and the application of these algorithms to real-time games. Compared to rasterizationbased approaches, rendering based on ray tracing allows elegant and correct simulation of important global effects, such as shadows, reflections and refractions. The price for these benefits is performance: ray tracing is compute-intensive. This […]
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