Jose Marin | 28 Apr 12:36
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Procedural scenes

Hi.

Sorry for this OT, but I need to know from the experts.

Do you know which software generates backgrounds like in Bejeweled?

Thanks.

Jose
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J. Stewart | 29 Feb 21:38

CFP - INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE AND EXPERT SYSTEMS (IJAE)

 

 

CALL FOR PAPERS - INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE AND EXPERT SYSTEMS (IJAE)

ISSN: 2180-124X
 
 

Computer Science Journals (CSC Journals) invites researchers, editors, scientists & scholars to publish their scientific research papers in an International Journal of Artificial Intelligence and Expert Systems (IJAE) Volume 3, Issue 3.

 

The main aim of the International Journal of Artificial Intelligence and Expert Systems (IJAE) is to provide a platform to AI & Expert Systems (ES) scientists and professionals to share their research and report new advances in the field of AI and ES. IJAE is a refereed journal producing well-written original research articles and studies, high quality papers as well as state-of-the-art surveys related to AI and ES. By establishing an effective channel of communication between theoretical researchers and practitioners, IJAE provides necessary support to practitioners in the design and development of intelligent and expert systems, and the difficulties faced by the practitioners in using the theoretical results provide feedback to the theoreticians to revalidate their models. IJAE thus meets the demand of both theoretical and applied researchers in artificial intelligence, soft computing and expert systems.

IJAE is a broad journal covering all branches of Artificial Intelligence and Expert Systems and its application in the topics including but not limited to technology & computing, fuzzy logic, expert systems, neural networks, reasoning and evolution, automatic control, mechatronics, robotics, web intelligence applications, heuristic and AI planning strategies and tools, computational theories of learning, intelligent system architectures.

 

CSC Journals anticipate and invite papers on any of the following topics:

 

 

AI for Service Engineering

Integrated/Hybrid AI Approaches

 

AI for Web Intelligence Applications

 

Intelligent Planning

 

AI in Bioinformatics

 

Intelligent Search

 

AI Parallel Processing Tools

 

Intelligent System Architectures

 

AI Tools for CAD and VLSI Analysis/Design/Testing

 

Knowledge Acquisition

 

AI Tools for Computer Vision and Speech Understand

 

Knowledge-Based Systems

 

AI Tools for Multimedia

 

Knowledge-Based/Expert Systems

 

Application in VLSI Algorithms and Mobile Communication

 

Logic Programming

 

Automated Reasoning

 

Machine learning

 

Case-based reasoning

 

Multi-agent Systems

 

Data and Web Mining

 

Neural Computing

 

Derivative-free Optimization Algorithms

 

Neural Networks for AI

 

Emotional Intelligence

 

Object-Oriented Programming for AI

 

Evolutionary and Swarm Algorithms

 

Parallel and Distributed Realization of Intelligence

 

Expert System Development Stages

 

Problem solving Methods

 

Expert Systems Components

 

Reasoning and Evolution of Knowledge Bases

 

Expert-System Development Lifecycle

 

Rough Sets

 

Fuzzy Sets and logic

 

Rule-Based Systems

 

Heuristic and AI Planning Strategies and Tools

 

Self-Healing and Autonomous

Systems

 

Hybridization of Intelligent Models/algorithms

 

Uncertainty

 

Image Understanding

 

Visual/linguistic Perception

 

Inference

 

 
 

Important Dates - IJAE CFP - Volume 3, Issue 3.

Paper Submission: March 31, 2012

Author Notification: May 15, 2012

Issue Publication: June 2012

 

For complete details about IJAE archives publications, abstracting/indexing, editorial board and other important information, please refer to IJAE homepage.

 

We look forward to receive your valuable papers. If you have further questions please do not hesitate to contact us at cscpress <at> cscjournals.org. Our team is committed to provide a quick and supportive service throughout the publication process.

 
 

A complete list of journals can be found at http://www.cscjournals.org/csc/bysubject.php

 
 
Sincerely,
 
J. Stewart
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J. Stewart | 21 Feb 19:52

CFP - INTERNATIONAL JOURNAL OF EXPERIMENTAL ALGORITHMS(IJEA)

 
 
CALL FOR PAPERS - INTERNATIONAL JOURNAL OF EXPERIMENTAL ALGORITHMS (IJEA)
ISSN:  2180-1282
 
Volume 3, Issue 1

 

Computer Science Journals (CSC Journals) invites researchers, editors, scientists & scholars to publish their scientific research papers in an International Journal of Experimental Algorithms (IJEA) Volume 3, Issue 1.

 

Experimental Algorithmics studies algorithms and data structures by joining experimental studies with the more traditional theoretical analyses. With this regard, the aim of The International Journal of Experimental Algorithms (IJEA) is (1) to stimulate research in algorithms based upon implementation and experimentation; in particular, to encourage testing, evaluation and reuse of complex theoretical algorithms and data structures; and (2) to distribute programs and testbeds throughout the research community and to provide a repository of useful programs and packages to both researchers and practitioners. IJEA is a high-quality, refereed, archival journal devoted to the study of algorithms and data structures through a combination of experimentation and classical analysis and design techniques. IJEA contributions are also in the area of test generation and result assessment as applied to algorithms.

 

CSC Journals anticipate and invite papers on any of the following topics:

 

 

Algorithm Engineering

Dynamic Graph Algorithms

 

Algorithmic Code

 

Experimental Techniques and Statistics

 

Algorithmic Engineering

 

Graph Manipulation

 

Algorithmic Network Analysis

 

Graphics

 

Analysis of Algorithms

 

Heuristics

 

Approximation Techniques

 

Mathematical Programming For Algorithms

 

Cache Oblivious algorithm

 

Metaheuristic Methodologies

 

Combinatorial Optimization

 

Network Design

 

Combinatorial Structures and Graphs

 

Parallel Processing

 

Computational Biology

 

Randomized Techniques in Algorithms

 

Computational Geometry

 

Routing and Scheduling

 

Computational Learning Theory

 

Searching and Sorting

 

Computational Optimization

 

Topological Accuracy

 

Data Structures

 

Visualization Code

 

Distributed and Parallel Algorithms

 

VLSI Design

 
 

Important Dates - IJEA CFP - Volume 3, Issue 1.

Paper Submission: March 31, 2012

Author Notification: May 15, 2012

Issue Publication: June 2012

 

For complete details about IJEA archives publications, abstracting/indexing, editorial board and other important information, please refer to IJEA homepage.

 

We look forward to receive your valuable papers. If you have further questions please do not hesitate to contact us at cscpress <at> cscjournals.org. Our team is committed to provide a quick and supportive service throughout the publication process.

 

 

A complete list of journals can be found at http://www.cscjournals.org/csc/bysubject.php

 

Sincerely,
 
J. Stewart
Computer Science Journals (CSC Journals)
 
B-5-8 Plaza Mont Kiara, Mont Kiara
50480, Kuala Lumpur, Malaysia
 
Tel: + 603 6207 1607, + 603 2782 6991
Fax:+ 603 6207 1697
Url: http://www.cscjournals.org

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Dan Treble | 3 Feb 00:22
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Pick dominant light from sh coeffs

I have 9 red, 9 green and 9 blue sh coefficients (packed using the method in appendix 10 of http://www.ppsloan.org/publications/StupidSH36.pdf).

I want to pick a single dominant light to use for specular. How would I go about efficiently extracting the direction and color of that light from the coefficients?

Looks like I need to calculate the "optimal linear direction" which is supposedly in this paper http://research.microsoft.com/en-us/um/people/johnsny/papers/ldprt.pdf, however I can't see it. Worse still, if it is in there, it is probably an integral that I will struggle to turn into code!

Thanks

Dan


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Alias Cummins | 27 Oct 18:07
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Invitation to connect on LinkedIn

 
 
 
 
 
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Game,

I'd like to add you to my professional network on LinkedIn.

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marcsh | 23 Oct 02:20
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marcsh wants questions from you on Formspring

h1,p,table { font-family:'Helvetica Neue', Arial, sans-serif; color:#4d4d4d; font-size:14px;} p, table tr td p {font-family:'Helvetica Neue', Arial, sans-serif; font-size:14px; color:#4d4d4d; margin-bottom:18px;} table tr td p a {font-weight:bold;} p { margin-bottom:18px; } a { color:#548cb3; }

Hi Game Development Algorithms,

marcsh invites you to get to know friends better on Formspring. Once you join, you'll be able to ask and respond to fun questions like this one:

 

What makes you laugh?

  Join marcsh
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Tom Sparks | 9 Sep 10:10
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procedural star graph generator


I am looking for some code that can procedurally generate a star graph

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Christian Heckl | 26 Aug 12:28
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Re: mesh to 3D texture?

Hi Jeff,

recently did some research myself, haven't yet come to the implementation side of things, so can't say much about real-world applicability:

These are IMHO the most promising results, when it comes to non-exlusively-binary voxelization:

Real-time GPU-based Voxelization and Applications (March 2011)
http://www.cs.wisc.edu/techreports/viewreport.php?report=1688

Two Simple Single-pass GPU methods for Multi-channel Surface Voxelization of Dynamic Scenes (Pacific Graphics 2011)
http://graphics.cs.aueb.gr/graphics/docs/papers/PG-2011optimized.pdf

They both give a nice wrap-up of previous work (especially Eisemann) and discuss the kind of problems you are worried about.
I will go for the second paper as basis for my implementation, not completely sure about performance though.

<at> all: if anyone has experience with those two papers, I'd be glad to know :)

Chris

So, suppose that I wanted to voxelize a mesh into a regular 3D grid (a 3D texture on the GPU, fairly low res, something like 64^3). At each point I'd like to have access to color, a (rough) surface normal, and some kind of indicator of whether the space is "empty" or "filled".

Is there some clever way I can use GPU rasterization to fill it (ideally keeping the whole process on the GPU)? I thought about rendering the mesh in slices with very narrow front and back clip planes, once for each slice of the 3D texture, but it seems like there could be issues with polygons perpendicular to my z axis not showing up, creating holes...

Any advice?

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Engineer, 8monkey Labs
www.8monkeylabs.com


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Megan Fox | 25 Aug 21:05
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Good sources / RSS feeds to track emerging research papers?

I realize it isn't a question about a specific algorithm, but I assume most of the readers of this list track emerging research papers to inform their own development.

Does there exist any one particularly good source?  Or does everyone mostly just watch SIGGRAPH et al each year?

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http://www.glassbottomgames.com/

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Jan Althaus | 25 Aug 20:50
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Re: mesh to 3D texture?

This paper from this year's HPG sounds like what you're looking for:
http://research.nvidia.com/publication/voxelpipe-programmable-pipeline-3d-voxelization
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Sent from my Android phone with K-9 Mail. Please excuse my brevity.

Jeff Russell <jeffdr <at> 8monkeylabs.com> wrote:
So, suppose that I wanted to voxelize a mesh into a regular 3D grid (a 3D texture on the GPU, fairly low res, something like 64^3). At each point I'd like to have access to color, a (rough) surface normal, and some kind of indicator of whether the space is "empty" or "filled".

Is there some clever way I can use GPU rasterization to fill it (ideally keeping the whole process on the GPU)? I thought about rendering the mesh in slices with very narrow front and back clip planes, once for each slice of the 3D texture, but it seems like there could be issues with polygons perpendicular to my z axis not showing up, creating holes...

Any advice?

--
Jeff Russell
Engineer, 8monkey Labs
www.8monkeylabs.com
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Francis Boivin | 25 Aug 19:34

Re: mesh to 3D texture?

That’s pretty much how d3d10+ implementation of Light Propagation Volumes work.

This example, for instance http://blog.blackhc.net/wp-content/uploads/2010/07/LPVPrototype.zip, handles all volume texture data (writing and reading) on the gpu.  The magic lies in the use of Draw with a NULL vertex buffer and a geometry shader that correctly selects the slice of volume to render into.

 

From: Jeff Russell [mailto:jeffdr <at> 8monkeylabs.com]
Sent: August-25-11 1:05 PM
To: Game Development Algorithms
Subject: [Algorithms] mesh to 3D texture?

 

So, suppose that I wanted to voxelize a mesh into a regular 3D grid (a 3D texture on the GPU, fairly low res, something like 64^3). At each point I'd like to have access to color, a (rough) surface normal, and some kind of indicator of whether the space is "empty" or "filled".

Is there some clever way I can use GPU rasterization to fill it (ideally keeping the whole process on the GPU)? I thought about rendering the mesh in slices with very narrow front and back clip planes, once for each slice of the 3D texture, but it seems like there could be issues with polygons perpendicular to my z axis not showing up, creating holes...

Any advice?

--
Jeff Russell
Engineer, 8monkey Labs
www.8monkeylabs.com

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Gmane