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SI3D
2003
ACM
15 years 11 months ago
Pattern based procedural textures
Numerous real-time applications such computer games or flight simulators require non-repetitive high-resolution texturing on large landscapes. We propose an algorithm which proce...
Sylvain Lefebvre, Fabrice Neyret
SIGCSE
2003
ACM
198views Education» more  SIGCSE 2003»
15 years 11 months ago
Computer graphics in undergraduate computational science education
Computer graphics forms an important part of a working scientist’s tools. This may be provided by resources with the scientist’s group or by capabilities of the toolkits that ...
Steve Cunningham, Angela B. Shiflet
SIGECOM
2003
ACM
89views ECommerce» more  SIGECOM 2003»
15 years 11 months ago
Information incorporation in online in-Game sports betting markets
We analyze data from 52 online in-game sports betting markets (where betting is allowed continuously throughout a game), including 34 markets based on soccer (European football) g...
Sandip Debnath, David M. Pennock, C. Lee Giles, St...
SIGECOM
2003
ACM
134views ECommerce» more  SIGECOM 2003»
15 years 11 months ago
Correlated equilibria in graphical games
We examine correlated equilibria in the recently introduced formalism of graphical games, a succinct representation for multiplayer games. We establish a natural and powerful rela...
Sham Kakade, Michael J. Kearns, John Langford, Lui...
SIGGRAPH
2003
ACM
15 years 11 months ago
Learning controls for blend shape based realistic facial animation
Blend shape animation is the method of choice for keyframe facial animation: a set of blend shapes (key facial expressions) are used to define a linear space of facial expression...
Pushkar Joshi, Wen C. Tien, Mathieu Desbrun, Frede...