2010 Brazilian Symposium on Games and Digital Entertainment最新文献

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LOD Terrain Rendering by Local Parallel Processing on GPU 基于GPU局部并行处理的LOD地形绘制
2010 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2010-11-08 DOI: 10.1109/SBGAMES.2010.30
Alexandre Valdetaro, Gustavo N. Nunes, A. Raposo, B. Feijó, Rodrigo de Toledo
{"title":"LOD Terrain Rendering by Local Parallel Processing on GPU","authors":"Alexandre Valdetaro, Gustavo N. Nunes, A. Raposo, B. Feijó, Rodrigo de Toledo","doi":"10.1109/SBGAMES.2010.30","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.30","url":null,"abstract":"In this paper, we present a new technique for highly efficient terrain rendering using continuous view-dependent Level-of-Detail based on hardware tessellation unit found in modern GPUs. Our technique is based on parallel local processing, in the sense that the results at each terrain patch do not depend on results already obtained at other patches. This patch-by-patch processing uses no hierarchical structure whatsoever, what makes it specifically tailored for GPU-based LOD terrain and is highly scalable.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132926331","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 17
Cloth Simulation Using AABB Hierarchies and GPU Parallelism 布料模拟使用AABB层次和GPU并行
2010 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2010-11-08 DOI: 10.1109/SBGAMES.2010.17
Frizzi Alejandra San Roman Salazar, Bruno Brandoli Machado, Alexander Victor Ocsa Mamani, Maria Cristina Ferreira de Oliveira
{"title":"Cloth Simulation Using AABB Hierarchies and GPU Parallelism","authors":"Frizzi Alejandra San Roman Salazar, Bruno Brandoli Machado, Alexander Victor Ocsa Mamani, Maria Cristina Ferreira de Oliveira","doi":"10.1109/SBGAMES.2010.17","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.17","url":null,"abstract":"Providing realistic, high-resolution and highfidelityrepresentation of motions ia essential in the clothsimulation problem. In order to make high resolution simulationstractable, several algorithms have been developed thatmanage cloth-object interactions efficiently through specializeddata structures such as AABB trees. However, implementationrestrictions on single CPU architectures impose certain limitson quality and performance in high-demanding simulations,motivating the study of new implementation techniques. Inthis paper we address several critical issues in high resolutioncloth simulation, enabling us to represent and simulateintricate folds and wrinkles. We employ AABB hierarchiesto optimize detection and response in cloth-object collisions.By employing a multi-processor approach on multi-threadedCPU and an emerging multi-core GPU-CUDA architecture, wequantitatively evaluate the workload and computational effortof the cloth simulation application. In addition to this quantitativeperformance evaluation on multi-processor architectureswe illustrate the potential of our approach by presenting avariety of high-quality and high-resolution simulations of clothbehavior under different cloth-object interactions.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130775102","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
Using Mobile Phones to Control Desktop Multiplayer Games 用手机控制桌面多人游戏
2010 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2010-11-08 DOI: 10.1109/SBGAMES.2010.32
S. M. Malfatti, F. Santos, S. R. D. Santos
{"title":"Using Mobile Phones to Control Desktop Multiplayer Games","authors":"S. M. Malfatti, F. Santos, S. R. D. Santos","doi":"10.1109/SBGAMES.2010.32","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.32","url":null,"abstract":"This work presents a multiplatform architecture to support the design and implementation of desktop multiplayer games controlled by mobile phones with Bluetooth capability. Our main objective was to demonstrate that by harnessing technologies such as J2ME, J2SE, and Bluetooth communication it is possible to transform any mobile phone that support these technologies into a wireless application-independent remote controller. To demonstrate the flexibility of this approach, we have focused on employing mobile phones as game controllers. We developed four games in different genres/styles that support various input modes among players. The results gathered from our testbed games are twofold: i) in terms of overall game performance there was no noticeable communication delays, and; ii) in terms of gameplay, we have observed that the nature of the game interaction supported by this communication architecture has enhanced the social aspect of games---each game offered a entertaining environment in which a group of people could engage in.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"77 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122856355","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 16
Semiotic Inspection of a Game for Children with Down Syndrome 唐氏综合症儿童游戏的符号学检查
2010 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2010-11-08 DOI: 10.1109/SBGAMES.2010.24
A. Brandão, D. Trevisan, Lenisa Brandão, Bruno Moreira, Giancarlo Nascimento, C. Vasconcelos, E. Clua, Pedro Mourão
{"title":"Semiotic Inspection of a Game for Children with Down Syndrome","authors":"A. Brandão, D. Trevisan, Lenisa Brandão, Bruno Moreira, Giancarlo Nascimento, C. Vasconcelos, E. Clua, Pedro Mourão","doi":"10.1109/SBGAMES.2010.24","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.24","url":null,"abstract":"There are not many initiatives in the area of gamedevelopment for children with special needs, specially childrenwith Down syndrome. The major purpose of our research isto promote cognitive development of disabled children in thecontext of inclusive education. In order to do so, we addressaspects of interaction, communication and game design instimulating selected cognitive abilities. By using a Human-Computer Interaction method based on the Inspection ofEvaluation, it was possible to study and understand userinteraction with the interface and thus examine the positiveaspects as well as the communicability problems found withthe JECRIPE game - a game developed specially for childrenwith Down syndrome in pre-scholar age.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"89 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116798524","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 36
ATHUS: A Generic Framework for Game Development on Ginga Middleware 基于Ginga中间件的游戏开发通用框架
2010 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2010-11-08 DOI: 10.1109/SBGAMES.2010.28
R. M. C. Segundo, Julio Silva, T. Tavares
{"title":"ATHUS: A Generic Framework for Game Development on Ginga Middleware","authors":"R. M. C. Segundo, Julio Silva, T. Tavares","doi":"10.1109/SBGAMES.2010.28","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.28","url":null,"abstract":"Games are ancient tools of entertainment for humans, but also serve as tools for your intellectual growth. Games are also a way to overcome our limits, since they essentially have the character of a challenge. A game should give the player the ability to solve problems generated by the dynamics of the game. Thus we have a simple definition of play: the game is an activity of problem solving that provides fun. Due to its large capacity for games, it is important to explore the capabilities of games for the DTV, for that we present a propose of a generic framework for developing games that aims to facilitate the development of games for the Ginga, and other studies on games for DTV.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"111 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123149019","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
Sound Wave Propagation Applied in Games 声波传播在游戏中的应用
2010 Brazilian Symposium on Games and Digital Entertainment Pub Date : 2010-11-08 DOI: 10.1109/SBGAMES.2010.29
M. Zamith, E. Passos, Diego N. Brandão, A. Montenegro, E. Clua, M. Kischinhevsky, R. Leal-Toledo
{"title":"Sound Wave Propagation Applied in Games","authors":"M. Zamith, E. Passos, Diego N. Brandão, A. Montenegro, E. Clua, M. Kischinhevsky, R. Leal-Toledo","doi":"10.1109/SBGAMES.2010.29","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.29","url":null,"abstract":"Many games and other interactive virtual environments are known for their focus in rendering natural phenomena, such as accurate visuals and physics, in the most believable manner. Several advances in the aforementioned fields took place during the last decade but, unfortunately, this effort has not been reflected in libraries for spatial audio. These libraries traditionally do not accurately simulate sound wave propagation through the virtual environment, never taking into consideration the speed of sound, reflection and absorbency by scene geometry, phenomena whose simulation could be used to render many interesting effects in real time. In this paper, we propose the use of a sound wave propagation simulation based on the finite difference method, running on the GPU, that can be used to compute how a sound pulse spreads through a virtual environment. In the prototypes implemented, the simulation data is interactively used to determine the perceived direction of a sound source in a closed building, and rendering a mimic of a shock-wave in an open scene","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131067077","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
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