Yr. |
Title |
Author(s) |
Venue/Publication |
'06 |
Crowd
Simulation on PS3 |
C. Reynolds |
Game Developers Conference (talk) |
'06 |
High Performance Physics Solver Design for Next Generation Consoles |
V. Kokkevis, S.
Osman, E. Larsen |
Game Developers Conference (talk) |
'05 |
Optimal Automatic Multi-pass Shader Partitioning by Dynamic Programming |
A. Heirich |
Graphics Hardware 2005 Symposium(paper) |
'05 |
CELL: A New Platform for Digital Entertainment |
D. Mallinson, M. DeLoura |
Game Developers Conference (talk) |
'04 |
Practical Physics for Articulated Characters |
E. Kokkevis |
Game Developers Conference (lecture) |
'03 |
Linux For Playstation 2 |
A. Bertsch |
Linux User Groups |
'03 |
SOCOM: Bringing a Console Game Online |
S. Luisi, G. Van Datta, B. Gutmann |
Game Developers Conference (lecture) |
'03 |
Introduction to the Performance Analyzer for Playstation 2 |
K. Bender, G. Audy |
Game Developers Conference (lecture) |
'03 |
Memory Optimization |
C. Ericson |
Game Developers Conference (lecture) |
'03 |
Faster Math Functions 2003 |
R.Green |
Game Developers Conference (tutorial) |
'03 |
Spherical Harmonic Lighting: The Gritty Details |
R.Green |
Game Developers Conference (lecture) |
'02 |
Faster Math Functions 2002 |
R.Green |
Game Developers Conference (tutorial) |
'02 |
Introducing Linux for PlayStation 2 |
D. Mallinson, T. Daniel |
Game Developers Conference (session) |
'01 |
Procedural Rendering on PlayStation 2 |
R. Green |
Game Developers Conference (lecture) |
'01 |
Lessons from the Bleeding Edge of Multiplayer Gaming |
G. Corson, D. McCoy |
Game Developers Conference (tutorial) |
'01 |
Using Video Input for Games |
R.L. Marks |
Game Developers Conference (lecture) |
'01 |
A Robot Soccer Simulator: A Case Study for Rigid-Body Contact |
E. Larsen |
Game Developers Conference (lecture) |
'01 |
Artificial Life for Computer Games |
B. Blumberg, J. Funge (organizer), C. Reynolds, and D. Terzopoulos |
Game Developers Conference (course) |
'01 |
Steering Behaviors: Autonomous Characters in Three Worlds |
C. Reynolds |
UC Berkeley Computer Animation Course (lecture) |
'01 |
Natural Interfaces via Real-Time Video |
R.L. Marks, C. Michaud-Wideman, G. Nagy, T. Daniel, E. Larsen, T. Scovill |
ACM 1 (exhibit) |
'01 |
Next Generation Games |
G. Suhayda, S.Scoredos, D.Mallinson, W.Swartout, J. Resnick, T. Hershey |
L.A. SIGGRAPH (panel) |
'01 |
Enhanced Reality: A new frontier in computer entertainment |
R.L. Marks |
SIGGRAPH (sketch) |
'01 |
Enhanced Reality: A New Frontier for Computer Entertainment |
R.L. Marks, T. Scovill, T. Daniel, C. Michaud-Wideman |
SIGGRAPH (exhibit) |
'01 |
Video Game Play and Design : Procedural Directions |
T. Hershey, D. Mallinson, J. Murray, W. Swartout G. Suhayda |
SIGGRAPH (panel) |
'00 |
Introduction to the Sony Playstation 2 |
D. Mallinson |
Silicon Valley SIGGRAPH (lecture) |
'00 |
Fast Distance Queries with Rectangular Swept Sphere Volumes |
E. Larsen |
IEEE Intl. Conf. on Robotics and Automation (lecture) |
'00 |
Interaction with Groups of Autonomous Characters |
C. Reynolds |
Game Developers Conference (lecture) |
'00 |
Artificial Life for Computer Games |
J. Funge (organizer), J. Laird, C. Reynolds, D. Terzopoulos |
Game Developers Conference (course) |
'00 |
The Benefits of a Microprogrammable Graphics Architecture |
D. Mallinson |
Game Developers Conference (lecture) |
'00 |
Computer and Video Games: The Next Generation |
G. Suhayda, L. Bradshaw, T. Hershey, H. Jenkins, D. Mallinson, C. Weaver |
SIGGRAPH (panel) |
'00 |
Games Research: the Science of Interactive Entertainment |
C. Reynolds, C. Hecker, J. Blow, R. Huebner, R. Green, J. Funge |
SIGGRAPH (course) |
'00 |
Natural Interfaces via Real-Time Video |
R.L. Marks |
SIGGRAPH (sketch) |
'00 |
Medieval Chamber |
R.L. Marks, G. Nagy, T. Scovill, E. Larsen, T. Daniel, C. Michaud-Wideman |
SIGGRAPH (exhibit) |
'00 |
Reactive Autonomous Characters, Distinguished Lecture Series on Computer Games |
C. Reynolds |
University of Michigan's Department of EE&CS (lecture) |
'00 |
Video As Input for Games |
R.L. Marks |
ECTS (exhibit) |
'00 |
Real-Time Video for Computer Entertainment |
R.L. Marks |
Cal State Hayward (lecture) |
'00 |
Real-Time Video for Computer Entertainment |
R.L. Marks |
Stanford (gfx. lunch) |
'00 |
Real time shadows on complex objects |
G. Nagy |
Game Programming Gems (book chapter) |
'99 |
Steering Behaviors For Autonomous Characters |
C. Reynolds |
Game Developers Conference (lecture) |
'99 |
Autonomous Characters for Games and Animation, Workshop on Interdisciplinary Concepts for the Analysis of Complex Systems |
C. Reynolds |
Aarhus University, Denmark (lecture) |
'99 |
Collision Detection for Real-Time Simulation |
E. Larsen |
GDC Hardcore Technical Seminar (lecture) |
'99 |
How SIGGRAPH Research is Used in Games |
C. Hecker, D. Mallinson, S. Blackley, P. Lincroft, C. Muratori, M. Persson |
SIGGRAPH (panel) |