Tim Tutenel

According to our database1, Tim Tutenel authored at least 17 papers between 2008 and 2014.

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

Timeline

Legend:

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PhD thesis 
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Links

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Bibliography

2014
Semantic crowds.
Entertain. Comput., 2014

A Survey on Procedural Modelling for Virtual Worlds.
Comput. Graph. Forum, 2014

2012
Semantic Crowds: Reusable Population for Virtual Worlds.
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012

A Method for Specifying Semantics of Large Sets of 3D Models.
Proceedings of the GRAPP & IVAPP 2012: Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications, 2012

Using gameplay semantics to procedurally generate player-matching game worlds.
Proceedings of the The third workshop on Procedural Content Generation in Games, 2012

Designing Semantic Game Worlds.
Proceedings of the The third workshop on Procedural Content Generation in Games, 2012

2011
Generating Consistent Buildings: A Semantic Approach for Integrating Procedural Techniques.
IEEE Trans. Comput. Intell. AI Games, 2011

A declarative approach to procedural modeling of virtual worlds.
Comput. Graph., 2011

Procedural filters for customization of virtual worlds.
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, 2011

2010
Declarative Terrain Modeling for Military Training Games.
Int. J. Comput. Games Technol., 2010

Integrating procedural generation and manual editing of virtual worlds.
Proceedings of the 2010 Workshop on Procedural Content Generation in Games, 2010

Interactive Creation of Virtual Worlds Using Procedural Sketching.
Proceedings of the 31st Annual Conference of the European Association for Computer Graphics, 2010

A Semantic Scene Description Language for Procedural Layout Solving Problems.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

2009
Services in Game Worlds: A Semantic Approach to Improve Object Interaction.
Proceedings of the Entertainment Computing, 2009

Using Semantics to Improve the Design of Game Worlds.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

2008
The role of semantics in games and simulations.
Comput. Entertain., 2008

A Proposal for a Procedural Terrain Modelling Framework.
Proceedings of the 14th Eurographics Symposium on Virtual Environments, 2008


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