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VSGAMES
2010
120views Game Theory» more  VSGAMES 2010»
15 years 4 months 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
16 years 13 days 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...
MOBICOM
2006
ACM
16 years 10 days 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 6 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
16 years 22 days 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