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The effect of sound on visual realism perception and task completion time in a cel-shaded serious gaming virtual environment., , , , и . QoMEX, стр. 1-6. IEEE, (2015)Does Improved Sound Rendering Increase Player Performance? A Graph-Based Spatial Audio Framework., , и . IEEE Trans. Games, 13 (3): 263-274 (2021)A GPU-Based Method to Approximate Acoustical Reflectivity., и . J. Graphics, GPU, & Game Tools, 15 (4): 210-215 (2011)GPU-based acoustical occlusion modeling for virtual environments and games., и . IGIC, стр. 48-50. IEEE, (2013)Screen space point sampled shadows., , , и . GEM, стр. 1-7. IEEE, (2015)A Serious Game for Off-Pump Coronary Artery Bypass Surgery Procedure Training., , , , , и . MMVR, том 163 из Studies in Health Technology and Informatics, стр. 147-149. IOS Press, (2011)Spatial sound for video games and virtual environments utilizing real-time GPU-based convolution., и . Future Play, стр. 166-172. ACM, (2008)GPU-based acoustical occlusion modeling with acoustical texture maps., и . Audio Mostly Conference, стр. 55-61. ACM, (2011)GPU-based real-time acoustical occlusion modeling., и . Virtual Reality, 14 (3): 183-196 (2010)A simplified level editor., и . IGIC, стр. 52-54. IEEE Computer Society, (2011)