Computer games are attracting increasing interest in the Artificial Intelligence (AI) research community, mainly because games involve reasoning, planning and learning. One area of particular interest in the last years is the creation of adaptive game AI. Adaptive game AI is the implementation of AI in computer games that holds the ability to adapt to changing circumstances, i.e., to exhibit adaptive behavior during the play. This kind of adaptation can be created using Machine Learning techniques, such as neural networks, reinforcement learning and bioinspired methods.In order to learn online, a system needs to overcome the main difficulties imposed by games: processing time and memory requirements. Learning in a game needs to be fast and the memory available is usually not enough to store a large number of training examples to a traditional Machine Learning technique. In this context, methods for mining data streams seem to be a natural approach. Data streams are, by definition, sequences of training examples that arrive over time. In the data stream scenario, algorithms are usually incremental and capable of adapting the decision model when a change in the distribution of the training examples is detected. One particularly interesting algorithm for mining data streams is the Very Fast Decision Tree (VFDT). VFDTs are incremental decision trees designed specifically to meet the data stream problem requirements.In this paper, we analyse the use of VFDTs in the task of learning in a Computer RolePlaying Game context. First, we simulate data from manually designed tactics for a Computer RolePlaying Game, based on Spronck's static tactics, and test the suitability of VFDT to rapid learn these tactics. Afterwards, we conduct an experiment in order to simulate a data stream of examples where changes of tactics occur over time, and analyse how VFDT and some of its variations respond to these changes in the target concept.
{"title":"Data Stream Mining Algorithms for Building Decision Models in a Computer Role-Playing Game Simulation","authors":"R. M. M. Vallim, A. Carvalho, João Gama","doi":"10.1109/SBGAMES.2010.14","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.14","url":null,"abstract":"Computer games are attracting increasing interest in the Artificial Intelligence (AI) research community, mainly because games involve reasoning, planning and learning. One area of particular interest in the last years is the creation of adaptive game AI. Adaptive game AI is the implementation of AI in computer games that holds the ability to adapt to changing circumstances, i.e., to exhibit adaptive behavior during the play. This kind of adaptation can be created using Machine Learning techniques, such as neural networks, reinforcement learning and bioinspired methods.In order to learn online, a system needs to overcome the main difficulties imposed by games: processing time and memory requirements. Learning in a game needs to be fast and the memory available is usually not enough to store a large number of training examples to a traditional Machine Learning technique. In this context, methods for mining data streams seem to be a natural approach. Data streams are, by definition, sequences of training examples that arrive over time. In the data stream scenario, algorithms are usually incremental and capable of adapting the decision model when a change in the distribution of the training examples is detected. One particularly interesting algorithm for mining data streams is the Very Fast Decision Tree (VFDT). VFDTs are incremental decision trees designed specifically to meet the data stream problem requirements.In this paper, we analyse the use of VFDTs in the task of learning in a Computer RolePlaying Game context. First, we simulate data from manually designed tactics for a Computer RolePlaying Game, based on Spronck's static tactics, and test the suitability of VFDT to rapid learn these tactics. Afterwards, we conduct an experiment in order to simulate a data stream of examples where changes of tactics occur over time, and analyse how VFDT and some of its variations respond to these changes in the target concept.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115751443","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
José Ricardo da S. Junior, E. Clua, A. Montenegro, P. Pagliosa
Simulation of natural phenomena, such as water and smoke, is a very important topic to increase real time scene realism in video-games. Besides the graphical aspect, in order to achieve realism, it is necessary to correctly simulate and solve its complex governing equations, requiring an intense computational work.Fluid simulation is achieved by solving the Navier-Stokes set of equations, using a numerical method in CPU or GPU, independently, as these equations do not have an analytical solution. The real time simulacraon also requires the simulation of interaction of the particles with objects in the scene, requiring many collision and contact forces calculation, which may drastically increase the computational time. In this paper we propose an heterogeneous multicore CPU and GPU hybrid architecture for fluid simulation with two-ways of interaction between them, and with a fine granularity control over rigid body's shape collision. We also show the impact of this heterogeneous architecture over GPU and CPU bounded simulations, which is commonly used for this kind of application. The heterogeneous architecture developed in this work is developed to best fit the Single Instruction Multiple Thread (SIMT) model used by GPUs in all simulation stages, allowing a high level performance increase.
{"title":"Fluid Simulation with Two-Way Interaction Rigid Body Using a Heterogeneous GPU and CPU Environment","authors":"José Ricardo da S. Junior, E. Clua, A. Montenegro, P. Pagliosa","doi":"10.1109/SBGAMES.2010.25","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.25","url":null,"abstract":"Simulation of natural phenomena, such as water and smoke, is a very important topic to increase real time scene realism in video-games. Besides the graphical aspect, in order to achieve realism, it is necessary to correctly simulate and solve its complex governing equations, requiring an intense computational work.Fluid simulation is achieved by solving the Navier-Stokes set of equations, using a numerical method in CPU or GPU, independently, as these equations do not have an analytical solution. The real time simulacraon also requires the simulation of interaction of the particles with objects in the scene, requiring many collision and contact forces calculation, which may drastically increase the computational time. In this paper we propose an heterogeneous multicore CPU and GPU hybrid architecture for fluid simulation with two-ways of interaction between them, and with a fine granularity control over rigid body's shape collision. We also show the impact of this heterogeneous architecture over GPU and CPU bounded simulations, which is commonly used for this kind of application. The heterogeneous architecture developed in this work is developed to best fit the Single Instruction Multiple Thread (SIMT) model used by GPUs in all simulation stages, allowing a high level performance increase.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"10 20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124731086","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Games are everywhere and, with the sharp improvement of graphics in the later years, a new challenge is to create better interfaces to amplify the sensorial experience of game players. In this context, the present work proposes a desktop based CAVE system using three video monitors with dynamic angles between them. Our hypothesis is that such a system provide an improvement in the players' peripheral vision for 3D first person shooter games. This would even benefit the player performance. In our implementation we used augmented reality and computer vision techniques to calibrate the monitors. Graphics libraries (ARToolkit e OpenGL) have been used to detect and calibrate monitors within the same 3D space and calculate the angles between them. The open source game AssaultCube has been modified to support three monitors and different camera angles. The game have shown to be entertaining and has been used as a use case for user tests. Tests have shown that the desktop CAVE system allows for performance improvement as the players make significatively less look- around movements with the mouse while keeping the average number of kills and deaths favorable in relation to a conventional one monitor setup.
{"title":"Desktop-CAVE for First Person Shooter Games","authors":"Fernando Roman, Anderson Maciel, L. Nedel","doi":"10.1109/SBGAMES.2010.18","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.18","url":null,"abstract":"Games are everywhere and, with the sharp improvement of graphics in the later years, a new challenge is to create better interfaces to amplify the sensorial experience of game players. In this context, the present work proposes a desktop based CAVE system using three video monitors with dynamic angles between them. Our hypothesis is that such a system provide an improvement in the players' peripheral vision for 3D first person shooter games. This would even benefit the player performance. In our implementation we used augmented reality and computer vision techniques to calibrate the monitors. Graphics libraries (ARToolkit e OpenGL) have been used to detect and calibrate monitors within the same 3D space and calculate the angles between them. The open source game AssaultCube has been modified to support three monitors and different camera angles. The game have shown to be entertaining and has been used as a use case for user tests. Tests have shown that the desktop CAVE system allows for performance improvement as the players make significatively less look- around movements with the mouse while keeping the average number of kills and deaths favorable in relation to a conventional one monitor setup.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"120 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129390829","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. E. D. Silva, I. Iurgel, Manuel Filipe dos Santos, Pedro Branco, Nelson Zagalo
Autonomous Digital Actors represent the next step in authoring movies with believable characters, in a way that will allow them to be trained for acting specific roles in a story, suggesting appropriate behaviors during their performance. This article presents an overview of the art of acting and directing and how these concepts were used to elaborate a Virtual Actor metaphor. Also, we present an agent architecture for describing and implementing the virtual actors' acting knowledge base.
{"title":"Understanding Virtual Actors","authors":"R. E. D. Silva, I. Iurgel, Manuel Filipe dos Santos, Pedro Branco, Nelson Zagalo","doi":"10.1109/SBGAMES.2010.11","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.11","url":null,"abstract":"Autonomous Digital Actors represent the next step in authoring movies with believable characters, in a way that will allow them to be trained for acting specific roles in a story, suggesting appropriate behaviors during their performance. This article presents an overview of the art of acting and directing and how these concepts were used to elaborate a Virtual Actor metaphor. Also, we present an agent architecture for describing and implementing the virtual actors' acting knowledge base.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131910063","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Within the mobile devices, the gaming consoles have the greatest graphic processing capabilities, in this category can be find the Nintendo DS and Sony PSP. Despite their resources there is minimal use of client-server architectures. This potential opens the possibility of using this kind of system where the gaming console acts as a graphic terminal that visualize a 3D world and a desktop computer act as the server to storage the geometric structure of this one. In the mobile gaming consoles class, the platform created by Sony Corporation, called Play Station Portable, has the highest graphic processing potential, and that is why it was chosen for the construction of the system proposed in this work. This paper proposed a client-server system that updates a 3D world in real time and displays it in the graphic terminal, with the geometric information transmitted by the server in response to the user actions, it is also presented a benchmark test to verify the capabilities of gaming consoles.
在移动设备中,游戏主机拥有最强大的图像处理能力,在这一类别中可以找到任天堂DS和索尼PSP。尽管有这些资源,但客户机-服务器架构的使用很少。这种潜力开启了使用这种系统的可能性,在这种系统中,游戏控制台充当可视化3D世界的图形终端,台式电脑充当存储该世界几何结构的服务器。在移动游戏控制台类中,索尼公司创建的平台,称为Play Station Portable,具有最高的图形处理潜力,这就是为什么它被选择用于构建本工作中提出的系统。本文提出了一个实时更新三维世界并在图形终端上显示的客户端-服务器系统,服务器端根据用户的动作传输几何信息,并给出了一个基准测试来验证游戏机的能力。
{"title":"Evaluation of 3D Applications on Mobile Gaming Consoles Using Client-Server Architecture","authors":"Alejandro Caro, Wilson J. Sarmiento","doi":"10.1109/SBGAMES.2010.20","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.20","url":null,"abstract":"Within the mobile devices, the gaming consoles have the greatest graphic processing capabilities, in this category can be find the Nintendo DS and Sony PSP. Despite their resources there is minimal use of client-server architectures. This potential opens the possibility of using this kind of system where the gaming console acts as a graphic terminal that visualize a 3D world and a desktop computer act as the server to storage the geometric structure of this one. In the mobile gaming consoles class, the platform created by Sony Corporation, called Play Station Portable, has the highest graphic processing potential, and that is why it was chosen for the construction of the system proposed in this work. This paper proposed a client-server system that updates a 3D world in real time and displays it in the graphic terminal, with the geometric information transmitted by the server in response to the user actions, it is also presented a benchmark test to verify the capabilities of gaming consoles.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127434414","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. Huijser, Jeroen Dobbe, W. Bronsvoort, Rafael Bidarra
Due to the increase in magnitude and level of detail of next-gen games, the time required to manually design a game level has increased dramatically. This paper introduces procedural natural systems, a novel approach aimed at reducing the time needed to design large-scale natural phenomena for game levels. The concept of natural systems separates the shape of a natural phenomenon from its footprint, allowing a designer to edit either of them separately. Various procedural techniques are used to combine the shape and footprint of a natural system, as well as to tweak these in real-time in a game world. We conclude that natural systems provide a solid foundation for intuitive, flexible and efficient procedural generation of significant portions of a game level.
{"title":"Procedural Natural Systems for Game Level Design","authors":"R. Huijser, Jeroen Dobbe, W. Bronsvoort, Rafael Bidarra","doi":"10.1109/SBGAMES.2010.31","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.31","url":null,"abstract":"Due to the increase in magnitude and level of detail of next-gen games, the time required to manually design a game level has increased dramatically. This paper introduces procedural natural systems, a novel approach aimed at reducing the time needed to design large-scale natural phenomena for game levels. The concept of natural systems separates the shape of a natural phenomenon from its footprint, allowing a designer to edit either of them separately. Various procedural techniques are used to combine the shape and footprint of a natural system, as well as to tweak these in real-time in a game world. We conclude that natural systems provide a solid foundation for intuitive, flexible and efficient procedural generation of significant portions of a game level.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129294040","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
André Ferreira Bem Silva, Felipe Alves, Olinto J. V. Furtado
This article describes a language and framework that aims to ease soft real-time and concurrent programming for games. The defined language extends the standard C 99 language, adding some new constructions to it. Its standard library provides some graphical utilities for game development, object file loading, rendering optimization passes, built-in physical simulation, high-level collision detection, 3D audio and shader loading. It also provides basic concurrent programming structures and real-time support by some functions which changes real-time exception handling. This extension, CEx, was implemented as a extension of the Clang compiler that generates code for the Low Level Virtual Machine (LLVM). From this implementation, it was possible to provide an environment for game development, which comprehends the language, and an intermediary library for concurrency, real-time signals and graphics.
{"title":"A Soft Real-Time Concurrent Graphics Platform","authors":"André Ferreira Bem Silva, Felipe Alves, Olinto J. V. Furtado","doi":"10.1109/SBGAMES.2010.12","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.12","url":null,"abstract":"This article describes a language and framework that aims to ease soft real-time and concurrent programming for games. The defined language extends the standard C 99 language, adding some new constructions to it. Its standard library provides some graphical utilities for game development, object file loading, rendering optimization passes, built-in physical simulation, high-level collision detection, 3D audio and shader loading. It also provides basic concurrent programming structures and real-time support by some functions which changes real-time exception handling. This extension, CEx, was implemented as a extension of the Clang compiler that generates code for the Low Level Virtual Machine (LLVM). From this implementation, it was possible to provide an environment for game development, which comprehends the language, and an intermediary library for concurrency, real-time signals and graphics.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128896321","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. Couto, Tiago Marcelino, Henry Braun, Diogo Strube de Lima, S. Musse
This paper presents a model for generating 2D cracks in real-time for application in games and cartoon animations. Cracks are generated based on a method previously used for leaf venation patterns. We describe a procedural model to generate cracks that can be customized for application in games, generating different visual results depending on interactive parameters. Results were visually evaluated by users and indicate that hypothesis to adopt leaf venation patterns to generate cracks is valid and possible for interactive applications.
{"title":"Generation of Cartoon 2D Cracks Based on Leaf Venation Patterns","authors":"J. Couto, Tiago Marcelino, Henry Braun, Diogo Strube de Lima, S. Musse","doi":"10.1109/SBGAMES.2010.22","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.22","url":null,"abstract":"This paper presents a model for generating 2D cracks in real-time for application in games and cartoon animations. Cracks are generated based on a method previously used for leaf venation patterns. We describe a procedural model to generate cracks that can be customized for application in games, generating different visual results depending on interactive parameters. Results were visually evaluated by users and indicate that hypothesis to adopt leaf venation patterns to generate cracks is valid and possible for interactive applications.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129154828","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Alberto Signoretti, Antonino Feitosa Neto, André M. C. Campos, A. Canuto, S. Fialho
Several games nowadays try to improve the player immersion by representing human behavior as real as possible, generally using agent technologies to model non-player characters (NPCs). However, agent-based behavioral models representing the existing complexity of, for instance, a decision-making for a real life situation can become a very intensive computing task. For this reason, real-time simulation-based games may benefit from optimizations produced on how NPCs react to changes in the simulated game world. This paper presents an approach for speeding up the decision-making of autonomous agents representing NPCs of a game. The optimization is reached by bounding the agent perception to a subset of all agent surrounding elements, which contains only the most important elements for the agent at current time. In other words, the agent is modeled as having "focus of attention". The attention focus represented in this work is based on theories of emotions and personality.
{"title":"Increasing the Eciency of NPCs Using a Focus of Attention Based on Emotions and Personality","authors":"Alberto Signoretti, Antonino Feitosa Neto, André M. C. Campos, A. Canuto, S. Fialho","doi":"10.1109/SBGAMES.2010.27","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.27","url":null,"abstract":"Several games nowadays try to improve the player immersion by representing human behavior as real as possible, generally using agent technologies to model non-player characters (NPCs). However, agent-based behavioral models representing the existing complexity of, for instance, a decision-making for a real life situation can become a very intensive computing task. For this reason, real-time simulation-based games may benefit from optimizations produced on how NPCs react to changes in the simulated game world. This paper presents an approach for speeding up the decision-making of autonomous agents representing NPCs of a game. The optimization is reached by bounding the agent perception to a subset of all agent surrounding elements, which contains only the most important elements for the agent at current time. In other words, the agent is modeled as having \"focus of attention\". The attention focus represented in this work is based on theories of emotions and personality.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122838884","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper presents a procedural model for ocean breaking waves in real time. Since the growth of digital games, more ocean, coast and beach scenarios have appeared, but these games rarely use breaking waves. The model proposed in this paper aims to animate waves with minimal graphic processing unit (GPU) and computer processing unit (CPU) costs. Using a few set of parameters, our procedural model generates an unique ocean-like scenario. This model could be employed in several types of games and applications. Results indicate that our real time breaking waves are visually accepted and have minimal impact on application performance.
{"title":"A Model for Real Time Ocean Breaking Waves Animation","authors":"Diogo Strube de Lima, Henry Braun, S. Musse","doi":"10.1109/SBGAMES.2010.15","DOIUrl":"https://doi.org/10.1109/SBGAMES.2010.15","url":null,"abstract":"This paper presents a procedural model for ocean breaking waves in real time. Since the growth of digital games, more ocean, coast and beach scenarios have appeared, but these games rarely use breaking waves. The model proposed in this paper aims to animate waves with minimal graphic processing unit (GPU) and computer processing unit (CPU) costs. Using a few set of parameters, our procedural model generates an unique ocean-like scenario. This model could be employed in several types of games and applications. Results indicate that our real time breaking waves are visually accepted and have minimal impact on application performance.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124163269","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}