Publications

Citation Impact

1. Papers

1.1 Texturing: Sampling, Virtualization, Compression, Transcoding and Streaming

  • Software Virtual Textures
    J.M.P. van Waveren
    Supplemental paper for Siggraph course "Rendering Massive Virtual Worlds", August 2013
  • Rendering Massive Virtual Worlds
    Graham Sellers, Patrick Cozzi, Kevin Ring, Emil Persson, Joel de Vahl, J.M.P. van Waveren
    Siggraph, August 2013
  • Virtual Texturing in Software and Hardware
    Juraj Obert, J.M.P. van Waveren, Graham Sellers
    Siggraph, August 2012
  • Geospatial Texture Streaming From Slow Storage Devices
    J.M.P. van Waveren
    Intel Software Network, June 2008
  • Real-Time Texture Streaming & Decompression
    J.M.P. van Waveren
    Intel Software Network, March 2007
  • Real-Time Normal Map DXT Compression
    J.M.P. van Waveren, Ignacio Castaņo
    NVIDIA developer site, March 2008
    Go to "https://github.com/id-Software/DOOM-3-BFG" for SSE intrinsic translations.
  • Real-Time YCoCg-DXT Compression
    J.M.P. van Waveren, Ignacio Castaņo
    NVIDIA developer site, October 2007
    Go to "https://github.com/id-Software/DOOM-3-BFG" for SSE intrinsic translations.
  • Real-Time DXT Compression
    J.M.P. van Waveren
    Intel Software Network, October 2006
    Go to "https://github.com/id-Software/DOOM-3-BFG" for SSE intrinsic translations.

    1.2 Rendering: Lighting, Shadowing, Animation and Optimization

  • DOOM 3 BFG Technical Note
    J.M.P. van Waveren
    id Software, October 2013
  • Run Length Compression of Large Sparse Potential Visible Sets
    J.M.P. van Waveren
    id Software, May 2007
  • Optimizing the Rendering Pipeline of Animated Models Using the Intel Streaming SIMD Extensions
    J.M.P. van Waveren
    Intel Software Network, June 2006
    Go to "https://github.com/id-Software/DOOM-3-BFG" for improved SSE intrinsic implementations.
  • Slerping Clock Cycles
    J.M.P. van Waveren
    Intel Software Network, June 2006
    Go to "https://github.com/id-Software/DOOM-3-BFG" for improved SSE intrinsic implementations.
  • From Quaternion to Matrix and Back
    J.M.P. van Waveren
    Intel Software Network, June 2006
    Go to "https://github.com/id-Software/DOOM-3-BFG" for improved SSE intrinsic implementations.
  • The Skeleton Assembly Line
    J.M.P. van Waveren
    Intel Software Network, June 2006
    Go to "https://github.com/id-Software/DOOM-3-BFG" for improved SSE intrinsic implementations.
  • Fast Skinning
    J.M.P. van Waveren
    Intel Software Network, June 2006
    Go to "https://github.com/id-Software/DOOM-3-BFG" for improved SSE intrinsic implementations.
  • Deriving Triangle Plane Equations
    J.M.P. van Waveren
    Intel Software Network, June 2006
    Go to "https://github.com/id-Software/DOOM-3-BFG" for improved SSE intrinsic implementations.
  • Shadow Volume Construction
    J.M.P. van Waveren
    Intel Software Network, June 2006
    Go to "https://github.com/id-Software/DOOM-3-BFG" for improved SSE intrinsic implementations.

    1.3 Collision Detection: Accuracy and Robustness

  • Robust Continuous Collision Detection Between Arbitrary Polyhedra Using Trajectory Parameterization of Polyhedral Features
    J.M.P. van Waveren
    id Software, March 2005

    1.4 Networking: Latency, Bandwidth, Consistency and Responsiveness

  • The DOOM III Network Architecture
    J.M.P. van Waveren
    id Software, March 2006

    1.5 Artificial Intelligence: Obstacle Avoidance, Route and 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, L.J.M. Rothkrantz
    Editors-in-Chief: T. Arai, R. Dillmann, T.C. Henderson
    Elsevier, Robotics and Autonomous Systems, February 2006
  • Artificial Player for Quake III Arena
    J.M.P. van Waveren, 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
    J.M.P. van Waveren
    Master of Science thesis, Delft University of Technology, June 2001

    2. Presentations

  • Getting started with the Oculus Mobile SDK @ SDC 2014
    J.M.P. van Waveren, Jonathan Wright
    Samsung Developer Conference 2014, November 12, 2014
  • High Quality Software and Hardware Virtual Textures @ Siggraph 2013
    J.M.P. van Waveren
    ACM Annual Siggraph Conference 2013: Rendering Massive Virtual Worlds, August 25, 2013
  • Virtual Texturing in Software and Hardware @ Siggraph 2012
    Juraj Obert, J.M.P. van Waveren, Graham Sellers
    ACM Annual Siggraph Conference 2012: Virtual Texturing in Software and Hardware, August 6, 2012
  • Using Virtual Texturing to Handle Massive Texture Data @ GTC 2010
    Evan Hart, J.M.P. van Waveren
    NVIDIA GPU Technology Conference, September 21, 2010
  • 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 21, 2008
  • 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 12, 2002
    W.I.S.V. Christiaan Huygens. Delft University of Technology.
  • The Quake III Arena Bot @ TU-Delft 2001
    J.M.P. van Waveren
    Presentation of Master of Science thesis, Delft University of Technology, July 5, 2001

    3. Magazine Articles

  • Mods voor Quake 3, deel 1, Start een Mod [download mod data]
    J.M.P. van Waveren
    RealGamer, Dutch Game Magazine, nr. 02 pages 90-91, 2001
  • Mods voor Quake 3, deel 2, De Rearview Mod [download mod data]
    J.M.P. van Waveren
    RealGamer, Dutch Game Magazine, nr. 03 pages 122-123, 2001
  • Mods voor Quake 3, deel 3, Een Stationair Wapen [download mod data]
    J.M.P. van Waveren
    RealGamer, Dutch Game Magazine, nr. 04 pages 120-121, 2001
  • Mods voor Quake 3, deel 4, De Radar Mod [download mod data]
    J.M.P. van Waveren
    RealGamer, Dutch Game Magazine, nr. 05 pages 124-125, 2001


    Publication Accolades

    The Quake III Arena Bot
    Awarded the 'highest grade' for a Master of Science Thesis at Delft University of Technology 2001.
    Artificial Player for Quake III Arena
    Nominated for 'best paper' at the Conference on Intelligent Games & Simulation, GAME-ON 2001.
    Automated Path and Route Finding Through Arbitrary Complex 3D Polygonal Worlds
    Listed at #9 on the ScienceDirect Top 25 Hottest Articles.
    Automated Static and Dynamic Obstacle Avoidance in Arbitrary 3D Polygonal Worlds
    Listed at #6 on the InTech Top 20 Robotics Navigation Chapters.