Anand Bhojan

Orcid: 0000-0001-8105-1739

According to our database1, Anand Bhojan authored at least 45 papers between 2009 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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Bibliography

2024
DHR+S: distributed hybrid rendering with realistic real-time shadows for interactive thin client metaverse and game applications.
Vis. Comput., July, 2024

CharNeRF: 3D Character Generation from Concept Art.
CoRR, 2024

Towards Generating 3D City Models with GAN and Computer Vision Methods.
Proceedings of the 19th International Joint Conference on Computer Vision, 2024

Play Testing and Reflective Learning AI Tool for Creative Media Courses.
Proceedings of the 16th International Conference on Computer Supported Education, 2024

2022
Detection of stealthy single-source SSH password guessing attacks.
Evol. Syst., 2022

Approaching Zero-shot Learning from a Text-to-Image GAN perspective.
Proceedings of the 24th IEEE International Workshop on Multimedia Signal Processing, 2022

DHR: Distributed Hybrid Rendering for Metaverse Experiences.
Proceedings of the IXR@MM 2022: Proceedings of the 1st Workshop on Interactive eXtended Reality, 2022

Long-Text-to-Video-GAN.
Proceedings of the Computer, Communication, and Signal Processing, 2022

Converting Nebulous Ideas to Reality - A Deep Learning Tool for Conditional Synthesis of Character Designs.
Proceedings of the Computer, Communication, and Signal Processing, 2022

RTSDF: Real-time Signed Distance Fields for Soft Shadow Approximation in Games.
Proceedings of the 17th International Joint Conference on Computer Vision, 2022

A Hybrid System for Real-time Rendering of Depth of Field Effect in Games.
Proceedings of the 17th International Joint Conference on Computer Vision, 2022

Hybrid MBlur: A Systematic Approach to Augment Rasterization with Ray Tracing for Rendering Motion Blur in Games.
Proceedings of the 17th International Joint Conference on Computer Vision, 2022

Visually Improved Erosion Algorithm for the Procedural Generation of Tile-based Terrain.
Proceedings of the 17th International Joint Conference on Computer Vision, 2022

2021
Cloud-Assisted Hybrid Rendering for Thin-Client Games and VR Applications.
Proceedings of the 29th Pacific Conference on Computer Graphics and Applications, 2021

Goldeye: Enhanced Spatial Awareness for the Visually Impaired using Mixed Reality and Vibrotactile Feedback.
Proceedings of the MMAsia '21: ACM Multimedia Asia, Gold Coast, Australia, December 1, 2021

2020
CloudyGame: Enabling cloud gaming on the edge with dynamic asset streaming and shared game instances.
Multim. Tools Appl., 2020

Hybrid MBlur: Using Ray Tracing to Solve the Partial Occlusion Artifacts in Real-Time Rendering of Motion Blur Effect.
Proceedings of the SIGGRAPH 2020: Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2020

Hybrid DoF: Ray-Traced and Post-Processed Hybrid Depth of Field Effect for Real-Time Rendering.
Proceedings of the SIGGRAPH 2020: Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2020

Procedural Generation of Roads with Conditional Generative Adversarial Networks.
Proceedings of the SIGGRAPH 2020: Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2020

RTSDF: Generating Signed Distance Fields in Real Time for Soft Shadow Rendering.
Proceedings of the 28th Pacific Conference on Computer Graphics and Applications, 2020

MagB: Repurposing the Magnetometer for Fine-Grained Localization of IoT Devices.
Proceedings of the 39th IEEE Conference on Computer Communications, 2020

2018
Adaptive Video Content Manipulation for OLED Display Power Management.
Proceedings of the 15th EAI International Conference on Mobile and Ubiquitous Systems: Computing, 2018

BFound: Sensor Enhanced Localization for Internet of Things.
Proceedings of the 15th EAI International Conference on Mobile and Ubiquitous Systems: Computing, 2018

2017
CloudHide: Towards Latency Hiding Techniques for Thin-client Cloud Gaming.
Proceedings of the on Thematic Workshops of ACM Multimedia 2017, Mountain View, CA, USA, October 23, 2017

2016
TIṬAL - Asynchronous multiplayer shooter with procedurally generated maps.
Entertain. Comput., 2016

Introduction to the Special Section on Engineering Innovations in Robotics and Applications.
Comput. Electr. Eng., 2016

SuperStreamer: Enabling Progressive Content Streaming in a Game Engine.
Proceedings of the 2016 ACM Conference on Multimedia Conference, 2016

Classification of SSH Attacks Using Machine Learning Algorithms.
Proceedings of the 6th International Conference on IT Convergence and Security, 2016

Efficient and privacy-preserving access to sensor data for Internet of Things (IoT) based services.
Proceedings of the 8th International Conference on Communication Systems and Networks, 2016

2015
Introduction to the Special issue on "Future trends in robotics and autonomous techniques".
Comput. Electr. Eng., 2015

mumble: Framework for Seamless Message Transfer on Smartphones.
Proceedings of the 1st International Workshop on Experiences with the Design and Implementation of Smart Objects, 2015

ShowNTell: An easy-to-use tool for answering students' questions with voice-over recording.
Proceedings of the 2015 IEEE Frontiers in Education Conference, 2015

2014
ARENA - Dynamic Run-Time Map Generation for Multiplayer Shooters.
Proceedings of the Entertainment Computing - ICEC 2014 - 13th International Conference, 2014

PARVAI - HVS aware adaptive display power management for mobile games.
Proceedings of the Seventh International Conference on Mobile Computing and Ubiquitous Networking, 2014

Gamelets - Multiplayer mobile games with distributed micro-clouds.
Proceedings of the Seventh International Conference on Mobile Computing and Ubiquitous Networking, 2014

2013
Energy efficient multi-player smartphone gaming using 3D spatial subdivisioning and pvs techniques.
Proceedings of the 3rd ACM international workshop on Interactive multimedia on mobile & portable devices, 2013

2012
ARIVU: Making Networked Mobile Games Green - A Scalable Power-Aware Middleware.
Mob. Networks Appl., 2012

El-pincel: a painter cloud service for greener web pages.
Proceedings of the 20th ACM Multimedia Conference, MM '12, Nara, Japan, October 29, 2012

Dynamic lookahead mechanism for conserving power in multi-player mobile games.
Proceedings of the IEEE INFOCOM 2012, Orlando, FL, USA, March 25-30, 2012, 2012

2011
Demo: adaptive display power management for mobile games.
Proceedings of the 9th International Conference on Mobile Systems, 2011

Adaptive display power management for mobile games.
Proceedings of the 9th International Conference on Mobile Systems, 2011

Demo: <i>El-pincel</i> - a painter cloud service for greener web pages.
Proceedings of the 9th International Conference on Mobile Systems, 2011

2010
Report of HotMobile 2010.
IEEE Pervasive Comput., 2010

ARIVU: Power-aware middleware for multiplayer mobile games.
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games, 2010

2009
Game action based power management for multiplayer online game.
Proceedings of the 1st ACM SIGCOMM Workshop on Networking, 2009


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