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Association for Computing Machinery

Articles Tagged: Modeling and simulation

Articles & Features

How much are the greenland and antarctic ice sheets melting?

SECTION: Features

How much are the greenland and antarctic ice sheets melting?

Designing better simulation software to prepare for a warming world.

By Josefin Ahlkrona, October 2018

PDF | HTML | In the Digital Library

Electrical modeling and simulation for stockpile stewardship

Electrical modeling and simulation for stockpile stewardship

A survey of radiation modeling and circuit simulation approaches that are essential for stockpile stewardship.

By Heidi K. Thornquist, Eric R. Keiter, Sivasankaran Rajamanickam, March 2013

PDF | HTML | In the Digital Library

Introduction

By Neel Vadoothker, December 2007

PDF | HTML | In the Digital Library

Trends in real-time rendering

Fans of PC role-playing games need no introduction to Bioware-the Edmonton, Alberta based developer of Baldur's Gate, Neverwinter Nights, and Jade Empire, among others. The company recently opened a studio in Austin, Texas to develop a massively multiplayer online role-playing game (MMORPG, or simply MMO) for an unannounced intellectual property. Ben Earhart, client technology lead on the new project, took a few hours out of his busy schedule to discuss with Crossroads the future of real-time rendering-3-D graphics that render fast enough to respond to user input, such as those required for video games.

By James Stewart, December 2007

PDF | HTML | In the Digital Library

Introduction

By Paula M. Bach, December 2006

PDF | HTML | In the Digital Library

Interesting complexity

By Caio Camargo, December 2006

PDF | HTML | In the Digital Library

A lifetime in gaming

By Audrey Christophory, December 2006

PDF | HTML | In the Digital Library

AI and the rise of gaming middleware

By Audrey Christophory, December 2006

PDF | HTML | In the Digital Library

Maurice Elzas on simulation ethics

By Kostas Pentikousis, December 2002

PDF | HTML | In the Digital Library

Faster 3D game graphics by not drawing what is not seen

The increasing demands of 3D game realism - in terms of both scene complexity and speed of animation - are placing excessive strain on the current low-level, computationally expensive graphics drawing operations. Despite these routines being highly optimized, specialized, and often being implemented in assembly language or even in hardware, the ever-increasing number of drawing requests for a single frame of animation causes even these systems to become overloaded, degrading the overall performance. To offset these demands and dramatically reduce the load on the graphics subsystem, we present a system that quickly and efficiently finds a large portion of the game world that is not visible to the viewer for each frame of animation, and simply prevents it from being sent to the graphics system. We build this searching mechanism for unseen parts from common and easily implemented graphics algorithms.

By Kenneth E. Hoff, May 1997

PDF | HTML | In the Digital Library

Software review: tie fighter

By Terry White, September 1994

PDF | HTML | In the Digital Library