SECTION: Features
COVID-19 brought along an increasing demand for research toward combating epidemics. A group at New York University Abu Dhabi developed a tool, EpiPolicy, to explore and visualize the effects and costs of intervention plans.
By Anh Le Xuan Mai, Miro Mannino, Zain Tariq, Azza Abouzied, Dennis Shasha, January 2022
PDF | HTML | In the Digital Library
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
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
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