Citation Impact |
Software Virtual Textures J.M.P. van Waveren Supplemental paper for Siggraph course "Rendering Massive Virtual Worlds", August 2013 |
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Rendering Massive Virtual Worlds Graham Sellers, Patrick Cozzi, Kevin Ring, Emil Persson, Joel de Vahl, J.M.P. van Waveren Siggraph, August 2013 |
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Virtual Texturing in Software and Hardware Juraj Obert, J.M.P. van Waveren, Graham Sellers Siggraph, August 2012 |
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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 Texture Streaming & Decompression J.M.P. van Waveren Intel Software Network, March 2007 |
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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. |
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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. |
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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. |
DOOM 3 BFG Technical Note J.M.P. van Waveren id Software, October 2013 |
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Run Length Compression of Large Sparse Potential Visible Sets J.M.P. van Waveren id Software, May 2007 |
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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 2006 Go to "https://github.com/id-Software/DOOM-3-BFG" for improved SSE intrinsic implementations. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
Robust Continuous Collision Detection Between Arbitrary Polyhedra Using Trajectory Parameterization of Polyhedral Features J.M.P. van Waveren id Software, March 2005 |
The DOOM III Network Architecture J.M.P. van Waveren id Software, March 2006 |
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, 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 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 |
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The Quake III Arena Bot J.M.P. van Waveren Master of Science thesis, Delft University of Technology, June 2001 |
Developing with the Oculus Mobile SDK [lb] @ OC2 2015 J.M.P. van Waveren Oculus Connect 2, September 22, 2015 |
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Getting started with the Oculus Mobile SDK [lb] @ SDC 2014 J.M.P. van Waveren, Jonathan Wright Samsung Developer Conference 2014, November 12, 2014 |
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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 |
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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 |
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Using Virtual Texturing to Handle Massive Texture Data @ GTC 2010 Evan Hart, J.M.P. van Waveren NVIDIA GPU Technology Conference, September 21, 2010 |
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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 21, 2008 |
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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 12, 2002 W.I.S.V. Christiaan Huygens. Delft University of Technology. |
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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 5, 2001 |
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 |
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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 |
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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 |
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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 |
The Quake III Arena Bot Awarded the 'highest grade' for a Master of Science Thesis at Delft University of Technology 2001. |
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Artificial Player for Quake III Arena Nominated for 'best paper' at the Conference on Intelligent Games & Simulation, GAME-ON 2001. |
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Automated Path and Route Finding Through Arbitrary Complex 3D Polygonal Worlds Listed at #9 on the ScienceDirect Top 25 Hottest Articles. |
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Automated Static and Dynamic Obstacle Avoidance in Arbitrary 3D Polygonal Worlds Listed at #6 on the InTech Top 20 Robotics Navigation Chapters. |