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NETGAMES
2006
ACM
16 years 1 months ago
On correctness of scalable multi-server state replication in online games
Massively Multiplayer Online Games (MMOG) require novel, scalable network architectures for a high amount of participating players in huge game worlds. Consequently, new and compl...
Jens Müller 0004, Andreas Gössling, Serg...
NPAR
2006
ACM
16 years 1 months ago
Real-time rendering of cartoon smoke and clouds
We describe an algorithm for rendering animated smoke particle systems in a cartoon style. This style includes outlines and celshading. For efficient self-shadowing effects, we in...
Morgan McGuire, Andi Fein
ICPR
2010
IEEE
16 years 27 days ago
Online Discriminative Kernel Density Estimation
—We propose a new method for online estimation of probabilistic discriminative models. The method is based on the recently proposed online Kernel Density Estimation (oKDE) framew...
Matej Kristan, Ales Leonardis
AINA
2005
IEEE
16 years 27 days ago
A DDRR-Based Scheduler to Achieve Proportional Delay Differentiation in Terabit Network
In recent years much attention has been given to providing the proportional delay differentiation through the packet scheduling. The issue of the performance of the scheduling alg...
Chin-Chi Wu, Hsien-Ming Wu, Chia-Lung Liu, Woei Li...
APCSAC
2005
IEEE
16 years 27 days ago
A Fault-Tolerant Routing Strategy for Fibonacci-Class Cubes
Fibonacci Cubes (FCs), together with the enhanced and extended forms, are a family of interconnection topologies formed by diluting links from binary hypercube. While they scale up...
Zhang Xinhua, Peter Loh