The complexity of AI characters in computer games is continually improving; however they still fall short of human players. In this paper we describe an AI bot for the game Quake ...
This paper introduces an approach to control of physics-based characters based on high-level features of movement, such as centerof-mass, angular momentum, and end-effectors. Obje...
In this paper we present a novel illumination model that takes into account multiple anisotropic scattering in a layer bounded by two rough surfaces. We compute the model by a dis...
Abstract. Many disciplines must handle the creation, visualization, and manipulation of huge and complex 3D environments. Examples include large structural and mechanical engineeri...
Ingo Wald, Philipp Slusallek, Carsten Benthin, Mar...
We are attacking the memory bottleneck by building a “smart” memory controller that improves effective memory bandwidth, bus utilization, and cache efficiency by letting appl...
Binu K. Mathew, Sally A. McKee, John B. Carter, Al...