ACM - Computers in Entertainment


SPECIAL ISSUE: Games

Computers in Entertainment [Vol. 7, No. 4] View Full Citation in the Digital Library

A word from the editor

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In this issue

Video interviews
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An adaptative game loop architecture with automatic distribution of tasks between CPU and GPU
This article presents a new architecture to implement all game loop models for games and real-time applications that use the GPU as a mathematics and physics coprocessor, working in parallel ...
Boids that see
Behavioral models have been used in the entertainment industry to increase the realism in the simulation of large groups of individuals. Unfortunately, the classical models can be very compute-intensive when ...
Enhanced physically-based animation of deformable bodies using shape-matching
We present a simplified approach for the animation of geometrically complex deformable objects represented by tetrahedral meshes. Our prototype system detects and responds to collisions of objects that are subject ...
Smart composition of game objects using dependency injection
Most game engines are based on inheritance of game objects and/or componentization of behaviors. While this approach enables clear visualization of the system architecture, good code reuse, and fast prototyping, ...
Evaluation of a pervasive game for domestic energy engagement among teenagers
In this article, we present Power Agent—a pervasive game designed to encourage teenagers and their families to reduce energy consumption in the home. The ideas behind this mobile phone-based game ...
Event relations in plan-based plot composition
The process of plot composition in the context of interactive storytelling is considered from a fourfold perspective, that is, from the syntagmatic, paradigmatic, antithetic, and meronymic relations between the constituent ...
Lattice methods for fluid animation in games
In this work, we focus on fluid modeling and animation via lattice methods for computer games. We consider two approaches in this area: a Lattice Gas Cellular Automata (LGCA) technique ...
Neuronal editor agent for scene cutting in game cinematography
Cinematography techniques in games aim to provide high-level abstractions for operating a virtual camera on the basis of concepts borrowed from the movie industry, such as scene, shot, and line ...
An extensible framework for interactive facial animation with facial expressions, lip synchronization and eye behavior
In this article we describe our approach to generating convincing and empathetic facial animation. Our goal is to develop a robust facial animation platform that is usable and can be ...
Parallel culling and sorting based on adaptive static balancing
This article presents a new and effective method for parallel octree culling and sorting for multicore systems, using counting sort and based on a new balancing algorithm, called adaptive delayed ...
A bidimensional data structure and spatial optimization for supermassive crowd simulation on GPU
Computing and presenting emergent crowd simulations in real time is a computationally intensive task. This intensity is mostly due to the complexity of the traversal algorithm needed for the interactions ...
Physical interfaces for tabletop games
IncreTable is a mixed-reality tabletop game inspired by The Incredible Machine. Users can combine real and virtual game pieces in order to solve puzzles in the game. Game actions include ...