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CGF
2010
129views more  CGF 2010»
15 years 4 months ago
Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control
Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ...
Herwin van Welbergen, Ben J. H. van Basten, Arjan ...
AFRIGRAPH
2009
ACM
16 years 1 months ago
Virtual relighting of a Roman statue head from Herculaneum: a case study
High-fidelity computer graphics offer the possibility for archaeologists to put excavated cultural heritage artefacts virtually back into their original setting and illumination ...
Jassim Happa, Mark Williams, Glen Turley, Graeme E...
196
Voted
CNSR
2007
IEEE
174views Communications» more  CNSR 2007»
16 years 1 months ago
A New Rate-based Active Queue Management: Adaptive Virtual Queue RED
In an effort to improve performance of congested gateways, a new Active Queue Management (AQM) algorithm, Adaptive Virtual Queue Random Early Detection (AVQRED), was developed by ...
Do J. Byun, John S. Baras
IROS
2006
IEEE
114views Robotics» more  IROS 2006»
16 years 27 days ago
Rendering a Rigid Virtual World through an Impulsive Haptic Interface
— This paper deals with the haptic rendering of collisions between a human operator and rigid objects in a virtual environment. The focus being on high-velocity impacts on a rigi...
Emmanuel B. Vander Poorten, Yasuyoshi Yokokohji
192
Voted
NETGAMES
2006
ACM
16 years 25 days ago
Count down protocol: asynchronous consistent protocol in P2P virtual ball game
This paper studies a way to improve consistency of states in a ball game typed DVE with lag, in P2P architecture. We also study how to control shared objects in real-time in a ser...
Yoshihiro Kawano, Tatsuhiro Yonekura