graphbib: A searchable database with over 13,000 unique entries from the fields of computer graphics, computer vision, animation, and perception.

Enter a search term in the box. "AND" and "OR" work. Results returned, by year, in descending order (newest first).

Your query returned 5 results.

Result #1 of 5.
Influence of network delay and jitter on cooperation in multiplayer games
Anastasiia Beznosyk, Peter Quax, Karin Coninx, Wim Lamotte
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry, 2011, pp. 351--354.
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Result #2 of 5.
Practical and Scalable Transmission of Segmented Video Sequences to Multiple Players Using H.264
Peter Quax, Fabian Di Fiore, Panagiotis Issaris, Wim Lamotte, Frank van Reeth
Motion in Games, November 2009, pp. 256--267.
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Result #3 of 5.
Conveying Emotions through Facially Animated Avatars in Networked Virtual Environments
Fabian Di Fiore, Peter Quax, Cedric Vanaken, Wim Lamotte, Frank Van Reeth
Motion in Games, June 2008, pp. 222--233.
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Result #4 of 5.
Hybrid representations to improve both streaming and rendering of dynamic networked virtual environments
Tom Jehaes, Peter Quax, Patrick Monsieurs, Wim Lamotte
Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry, 2004, pp. 26--32.
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Result #5 of 5.
Using autonomous avatars to simulate a large-scale multi-user networked virtual environment
Peter Quax, Patrick Monsieurs, Tom Jehaes, Wim Lamotte
Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry, 2004, pp. 88--94.
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