Publications

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Texture Compression, Streaming & Transcoding

  • Geospatial Texture Streaming From Slow Storage Devices
    J.M.P. van Waveren
    Intel Software Network, June 2008
  • Real-Time Normal Map DXT Compression
    J.M.P. van Waveren, Ignacio Castaņo
    NVIDIA developer site, March 2008
  • Real-Time YCoCg-DXT Compression
    J.M.P. van Waveren, Ignacio Castaņo
    NVIDIA developer site, October 2007
  • Real-Time Texture Streaming & Decompression
    J.M.P. van Waveren
    Intel Software Network, March 2007
  • Real-Time DXT Compression
    J.M.P. van Waveren
    Intel Software Network, October 2006

    Artificial Intelligence, Route & Path Finding

  • 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
  • Grid Computing For Artificial Intelligence
    J.M.P. van Waveren
    Xoreax, May 2007
  • 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
  • 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.
  • 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
  • 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
  • The Quake III Arena Bot
    J.M.P. van Waveren
    Master of Science thesis, Delft University of Technology, June 2001

    Rendering, Animation & Optimization

  • 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
  • Threading Game Engines: QUAKE 4 & Enemy Territory QUAKE Wars @ GDC 2008
    Anupreet Kalra, J.M.P. van Waveren
    Game Developer Conference, February 21st, 2008
  • Optimizing the Rendering Pipeline of Animated Models Using the Intel Streaming SIMD Extensions
    J.M.P. van Waveren
    Intel Software Network, June 22nd 2006
  • Slerping Clock Cycles
    J.M.P. van Waveren
    Intel Software Network, June 22nd 2006
  • From Quaternion to Matrix and Back
    J.M.P. van Waveren
    Intel Software Network, June 22nd 2006
  • The Skeleton Assembly Line
    J.M.P. van Waveren
    Intel Software Network, June 22nd 2006
  • Fast Skinning
    J.M.P. van Waveren
    Intel Software Network, June 22nd 2006
  • Deriving Triangle Plane Equations
    J.M.P. van Waveren
    Intel Software Network, June 22nd 2006
  • Shadow Volume Construction
    J.M.P. van Waveren
    Intel Software Network, June 22nd 2006