2003 |
10 | | Daniel Rhodes,
Richard Cant,
David Al-Dabass:
Current Depth of Field Algorithms and Techniques for Games.
GAME-ON 2003: 147- |
9 | | Daniel Rhodes,
Richard Cant,
David Al-Dabass:
A New Depth of Field Algorithm With Applications to Games.
GAME-ON 2003: 157- |
8 | | Julian Churchill,
Richard Cant,
David Al-Dabass:
Genetic Search Techniques for Line Play Generation in the Game of GO.
GAME-ON 2003: 233- |
2002 |
7 | | Julian Churchill,
Richard Cant,
David Al-Dabass:
Feasibility of Distributed Parallel Simulation of AI Search Algorithms.
ESM 2002: 168-171 |
6 | | James Flannery,
Richard Cant,
David Al-Dabass:
A New Realistic Motion Blur Algorithm.
GAME-ON 2002 |
5 | | Ryan Doyle,
Richard Cant,
David Al-Dabass:
Real-Time Generation of Impact Effects in Virtual Environments with Application to Games.
GAME-ON 2002 |
4 | EE | David Al-Dabass,
Richard Cant,
Nathan Chia:
AI Architectures for Games: A Review of 3D Accelerator Technology.
Int. J. Intell. Games & Simulation 1(1): 18-24 (2002) |
2001 |
3 | | Nathan Chia,
Richard Cant,
David Al-Dabass:
New Anti-Aliasing and Depth of Field Techniques for Games Graphics.
GAME-ON 2001: 115- |
2 | | Nathan Chia,
Richard Cant,
David Al-Dabass:
A Review of 3_D Accelerator Technology for Games.
GAME-ON 2001: 5- |
1 | | Julian Churchill,
Richard Cant,
David Al-Dabass:
A New Computational Approach to the Game of Go.
GAME-ON 2001: 81- |