Results 31 to 40 of about 8,619,986 (153)
Modular PCG: An Architecture for Procedural Content Generation [PDF]
This project investigates how procedural content generation (PCG) can be used to facilitate complete game generation, how to make it accessible to designers and how it can be integrated within game development.
Olsen, Mikael Peter
core +1 more source
Australian and New Zealand Glaucoma Society (ANZGS) Consensus on Interventional Glaucoma
ABSTRACT Background Traditional reactive ‘wait and see’ approaches in glaucoma management often result in unacceptable rates of permanent vision loss. This consensus defines a proactive ‘interventional glaucoma’ framework tailored for the Australian and New Zealand healthcare context. Methods A modified Delphi consensus process was utilised, consisting
Graham A. Lee +12 more
wiley +1 more source
Analysis, Generation, and Validation of New Boards for the Game Micro Robots
This document presents a study of the board game Micro Robots and the development of a pipeline for the generation and validation of new boards of variable sizes. The implementation was carried out in the C# language, using graph theory and a depth-first
Kevin Silva +2 more
doaj +1 more source
Transformasi digital dalam pendidikan mendorong perlunya media pembelajaran yang interaktif dan adaptif terhadap karakteristik generasi digital. Game edukasi (edu-game) menjadi salah satu media potensial dalam penanaman nilai karakter, namun pengembangannya masih menghadapi tantangan pada aspek rekayasa perangkat lunak, khususnya dalam menghasilkan ...
Tamam Asrori +2 more
openaire +1 more source
Premium Intraocular Lens Selection in Patients With Glaucoma: A Clinical Review
ABSTRACT Glaucoma frequently coexists with cataract, but glaucomatous functional loss, ocular‐surface disease, anatomical abnormalities, and treatment‐related refractive variability may reduce tolerance of premium intraocular lenses. This narrative review critically appraises evidence relevant to lens selection in glaucoma. Central visual‐field status,
Zhihao Liu +3 more
wiley +1 more source
Adaptive Optical Layers: Efficient Tall Cell Grids for Liquid Simulation
Abstract Tall cell grids have been proposed as an efficient approach to accelerate large‐scale liquid simulation. In this framework, regions near the liquid surface are discretized with regular grids, while regions farther away are represented by elongated rectangular cells.
Fumiya Narita, Takashi Kanai
wiley +1 more source
The Future of Procedural Content Generation in Games
The future of procedural content generation (PCG) lies beyond the dominant motivations of “replayability” and creating large environments for players to explore.
Smith, Gillian
core +1 more source
Progressively Projected Newton's Method
Abstract Newton's Method is widely used to find the solution of complex non‐linear simulation problems. To guarantee a descent direction, it is common practice to clamp the negative eigenvalues of each element Hessian prior to assembly—a strategy known as Projected Newton (PN)—but this perturbation often hinders convergence.
J. A. Fernández‐Fernández +2 more
wiley +1 more source
Non‐Rigid 3D Shape Correspondences: From Foundations to Open Challenges and Opportunities
Abstract Estimating correspondences between deformed shape instances is a long‐standing problem in computer graphics; numerous applications, from texture transfer to statistical modelling, rely on recovering an accurate correspondence map. Many methods have thus been proposed to tackle this challenging problem from varying perspectives, depending on ...
A. Zhuravlev +14 more
wiley +1 more source
Abstract We propose a novel framework for the statistical modeling and analysis of the spatio‐temporal shape variability in articulated 4D (i.e., 3D + time) shapes such as human bodies and animals. We treat articulated 3D shapes, represented using parametric models such as SMPL or its variants, as elements of the product space of shape and pose ...
Z. Li, A. Amrani, S. Rai, H. Laga
wiley +1 more source

