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Real-Time Optimally Adapting Meshes: Terrain Visualization in Games
Real-Time Optimally Adapting Meshes Terrain Visualization Games
2009/9/3
One of the main challenges encountered by interactive graphics programmers involves presenting high-quality scenes while retaining real-time frame rates on the hardware. To achieve this, level-of-deta...
A Real-Time Facial Expression Recognition System for Online Games
Real-Time Facial Expression Recognition System Online Games
2009/9/3
Multiplayer online games (MOGs) have become increasingly popular because of the opportunity they provide for collaboration, communication, and interaction. However, compared with ordinary human commun...
A Multiagent Potential Field-Based Bot for Real-Time Strategy Games
Multiagent Potential Field-Based Bot Real-Time Strategy Games
2009/9/3
Bots for real-time strategy (RTS) games may be very challenging to implement. A bot controls a number of units that will have to navigate in a partially unknown environment, while at the same time avo...
Combining AI Methods for Learning Bots in a Real-Time Strategy Game
Combining AI Methods Learning Bots Real-Time Strategy Game
2009/9/3
We describe an approach for simulating human game-play in strategy games using a variety of AI techniques, including simulated annealing, decision tree learning, and case-based reasoning. We have impl...
Real Time Animation of Trees Based on BBSC in Computer Games
Real Time Animation Trees BBSC Computer Games
2009/9/3
That researchers in the field of computer games usually find it is difficult to simulate the motion of actual 3D model trees lies in the fact that the tree model itself has very complicated structure,...