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Geospatial Texture Streaming From Slow Storage Devices J.M.P. van Waveren Intel Software Network, June 2008 |
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Real-Time Normal Map DXT Compression J.M.P. van Waveren, Ignacio Castaņo NVIDIA developer site, March 2008 |
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Real-Time YCoCg-DXT Compression J.M.P. van Waveren, Ignacio Castaņo NVIDIA developer site, October 2007 |
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Real-Time Texture Streaming & Decompression J.M.P. van Waveren Intel Software Network, March 2007 |
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Real-Time DXT Compression J.M.P. van Waveren Intel Software Network, October 2006 |
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Automated Static and Dynamic Obstacle Avoidance in Arbitrary 3D Polygonal Worlds J.M.P. van Waveren, L.J.M. Rothkrantz Editor: Xing-Jian Jing Motion Planning, ISBN 978-953-7619-01-5, June 2008 |
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Grid Computing For Artificial Intelligence J.M.P. van Waveren Xoreax, May 2007 |
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Automated Path and Route Finding Through Arbitrary Complex 3D Polygonal Worlds J.M.P. van Waveren, Drs. dr. L.J.M. Rothkrantz Editors-in-Chief: T. Arai, R. Dillmann, T.C. Henderson Elsevier, Robotics and Autonomous Systems, February 2006 |
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Artificial Intelligence and Games @ Informagic 2002 J.M.P. van Waveren Symposium Informagic: The Development and Application of Game Technology in the 21st century, March 12th, 2002 W.I.S.V. Christiaan Huygens. Delft University of Technology. |
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Artificial Player for Quake III Arena J.M.P. van Waveren, Drs. dr. L.J.M. Rothkrantz Norman E. Gough, Quasim H. Mehdi, David Al-Dabass (editors) Proceedings of the 2nd International Conference on Intelligent Games & Simulation, GAME-ON 2001, pages 48-55, SCS Europe Bvba., November 2001 International Journal of Intelligent Games & Simulation (IJIGS) 2002, Vol.1, No.1, pages 25-32, March 2002 |
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The Quake III Arena Bot @ TU-Delft 2001 J.M.P. van Waveren Presentation of Master of Science thesis, Delft University of Technology, July 5th 2001 |
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The Quake III Arena Bot J.M.P. van Waveren Master of Science thesis, Delft University of Technology, June 2001 |
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id Tech 5 Challenges: From Texture Virtualization to Massive Parallelization @ SIGGRAPH 2009 J.M.P. van Waveren Course Organizers: Aaron Lefohn, Mike Houston ACM Annual SIGGRAPH Conference 2009: Beyond Programmable Shading, August 6, 2009 |
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Threading Game Engines: QUAKE 4 & Enemy Territory QUAKE Wars @ GDC 2008 Anupreet Kalra, J.M.P. van Waveren Game Developer Conference, February 21st, 2008 |
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Optimizing the Rendering Pipeline of Animated Models Using the Intel Streaming SIMD Extensions J.M.P. van Waveren Intel Software Network, June 22nd 2006 |
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Slerping Clock Cycles J.M.P. van Waveren Intel Software Network, June 22nd 2006 |
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From Quaternion to Matrix and Back J.M.P. van Waveren Intel Software Network, June 22nd 2006 |
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The Skeleton Assembly Line J.M.P. van Waveren Intel Software Network, June 22nd 2006 |
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Fast Skinning J.M.P. van Waveren Intel Software Network, June 22nd 2006 |
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Deriving Triangle Plane Equations J.M.P. van Waveren Intel Software Network, June 22nd 2006 |
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Shadow Volume Construction J.M.P. van Waveren Intel Software Network, June 22nd 2006 |