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Richard Cant

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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
4EEDavid 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-

Coauthor Index

1David Al-Dabass [1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
2Nathan Chia [2] [3] [4]
3Julian Churchill [1] [7] [8]
4Ryan Doyle [5]
5James Flannery [6]
6Daniel Rhodes [9] [10]

Copyright © Sun May 17 03:24:02 2009 by Michael Ley (ley@uni-trier.de)