Essays about: "computer game industry"

Showing result 6 - 10 of 38 essays containing the words computer game industry.

  1. 6. Security lighting in horse riding halls: Development of a simulation-led testing methodology in VR

    University essay from Lunds universitet/Avdelningen för Energi och byggnadsdesign; Lunds universitet/Institutionen för arkitektur och byggd miljö

    Author : Sheikh Rishad Ahmmad; [2022]
    Keywords : Security lighting; horse riding halls; mesopic vision; Virtual Reality; object tracking; Technology and Engineering;

    Abstract : Security lighting plays a vital role for safe evacuation during an emergency such as power outage or a fire related incidence. Installing a security lighting system properly is more crucial for a horse riding facility for two reasons. READ MORE

  2. 7. Performance comparison between Clustered and Cascaded Clustered Shading

    University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Author : Adam Levin; Joakim Bresche; [2022]
    Keywords : Clustered Shading; Cascaded Clustered Shading; Computer Graphics; Rendering;

    Abstract : Background. The game-industry is rapidly demanding more and more comput-ing power in its strive for more realistic renditions of environments, simulations andgraphics. To accelerate the improvements made to the realism of real time graph-ics further, optimizations like Clustered and Cascaded Clustered Shading come intoplay. READ MORE

  3. 8. The Tower: Design of Distinct AI Personalities in Stealth-Based Games Modeling personalities with believable and consistent behaviour for NPCs in games using stealth gameplay style

    University essay from Göteborgs universitet/Institutionen för data- och informationsteknik

    Author : Marek Cernák; Lianoudakis Orestis; [2021-03-03]
    Keywords : stealth gameplay; games research; AI; NPC; autonomous agents; personality modeling; thesis;

    Abstract : Computer games using stealth situations for defining their gameplay often rely on modeling an immersive, yet exploitable non-player character behaviour. Traditionally, the aim of the design of such a behaviour is to provide players with memorable behaviour patterns of the in-game agents in order to facilitate the means of devising strategies used by players to finish the game levels. READ MORE

  4. 9. Performance Assessment of Networked Immersive Media in Mobile Health Applications with Emphasis on Latency

    University essay from Blekinge Tekniska Högskola

    Author : Emmanuel Adebayo; [2021]
    Keywords : Performance Assessment; Networked Immersive Media; Cloud Virtual Reality; Cloud Network; Edge Network.;

    Abstract : Cloud VR/AR/MR (Virtual Reality, Augmented Reality, and Mixed Reality) services representa high-level architecture that combines large scale computer resources in a data-center structurestyle set up to render VR/AR/MR services using a combination of very high bandwidth, ultralow latency, high throughput, latest 5G (5th Generation) mobile networks to the end users.  VR refers to a three-dimensional computer-generated virtual environment made up ofcomputers, which can be explored by people for real time interaction. READ MORE

  5. 10. Furniture swap : Segmentation and 3D rotation of natural images using deep learning

    University essay from Uppsala universitet/Signaler och system

    Author : Emanuel Bodin; [2021]
    Keywords : ;

    Abstract : Learning to perceive scenes and objects from 2D images as 3D models is atrivial task for a human but very challenging for a computer. Being ableto retrieve a 3D model from a scene just by taking a picture of it canbe of great use in many fields, for example when making 3D blueprintsfor buildings or working with animations in the game or film industry. READ MORE