Dissertations / Theses on the topic 'Computer Graphics - Game Programming'
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Hung, Cheng-Yu. "Multi-user game development." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3122.
Full textAlafaireet, Hussain. "Exploring the use of a commercial game engine for the development of educational software." Diss., Rolla, Mo. : Missouri University of Science and Technology, 2009. http://scholarsmine.mst.edu/thesis/pdf/Alafaireet_09007dcc806bfca9.pdf.
Full textVita. The entire thesis text is included in file. Title from title screen of thesis/dissertation PDF file (viewed August 14, 2009) Includes bibliographical references (p. 160-162).
Surangi, Vani Indrani. "Game design and development." CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/3098.
Full textRoden, Timothy E. "Procedural content creation and technologies for 3D graphics applications and games." Thesis, University of North Texas, 2005. https://digital.library.unt.edu/ark:/67531/metadc4726/.
Full textPerez, Manuel A. "A language for interactive computer graphics programming." Virtual Press, 1987. http://liblink.bsu.edu/uhtbin/catkey/484784.
Full textFleming, Robert Renka Robert Joseph. "General purpose programming on modern graphics hardware." [Denton, Tex.] : University of North Texas, 2008. http://digital.library.unt.edu/permalink/meta-dc-6112.
Full textRamakrishnan, S. "A functional approach to graphics programming and modeling." Thesis, This resource online, 1992. http://scholar.lib.vt.edu/theses/available/etd-04212010-092917/.
Full textFleming, Robert. "General Purpose Programming on Modern Graphics Hardware." Thesis, University of North Texas, 2008. https://digital.library.unt.edu/ark:/67531/metadc6112/.
Full textMiller, Ruane. "A study of PostScript as a graphics programming language /." Online version of thesis, 1988. http://hdl.handle.net/1850/11483.
Full textBexelius, Tobias. "HaGPipe : Programming the graphics pipeline in Haskell." Thesis, Mälardalen University, School of Innovation, Design and Engineering, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-6234.
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In this paper I present the domain specific language HaGPipe for graphics programming in Haskell. HaGPipe has a clean, purely functional and strongly typed interface and targets the whole graphics pipeline including the programmable shaders of the GPU. It can be extended for use with various backends and this paper provides two different ones. The first one generates vertex and fragment shaders in Cg for the GPU, and the second one generates vertex shader code for the SPUs on PlayStation 3. I will demonstrate HaGPipe's many capabilities of producing optimized code, including an extensible rewrite rule framework, automatic packing of vertex data, common sub expression elimination and both automatic basic block level vectorization and loop vectorization through the use of structures of arrays.
Potter, Ralph. "Programming models for heterogeneous systems with application to computer graphics." Thesis, University of Bath, 2017. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.760928.
Full textDziak, Nancy Jo. "Programming computer graphics and the development of concepts in geometry." The Ohio State University, 1985. http://rave.ohiolink.edu/etdc/view?acc_num=osu1343403456.
Full textParborg, Sebastian, and Rasmus Holm. "Generative design of game graphics and levels." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149036.
Full textChandler, Simon Robert. "The development of a colour graphics workstation." Thesis, University of Bath, 1987. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.376291.
Full textBilderback, Mark Leslie. "Graphics.c, a simplified graphics application programming interface for the X Window environment." Virtual Press, 1995. http://liblink.bsu.edu/uhtbin/catkey/935938.
Full textDepartment of Computer Science
Muaweyah, Amer. "Game skeletons in Game Maker for the course Design and Programming of Computer Games." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-50777.
Full textThis report is written as a summary of the solution to the problem that the staff for the course TDDD23 at the Swedish university Linköpings universitet wanted two computer game skeletons. One for a scrolling shooter game and one for a strategy game. The games the staff wanted were to be like two existing games. The scrolling shooter was to be like the scrolling shooter from the tutorial GM Tutorial Scrolling Shooter[1]. The strategy game was to be like an existing game called Ancient War[2]. There were some additional requirements that the games had to fulfill. The games were created using Game Maker. It is an easy to use program for creating small computer games. The result of the project was two game skeletons. One for a scrolling shooter game and one for a strategy game. The skeletons were according to the requirements stated.
Areizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.
Full textBuckthal, Eric D. ebucktha. "JUICINESS IN CITIZEN SCIENCE COMPUTER GAMES: ANALYSIS OF A PROTOTYPICAL GAME." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1278.
Full textStåhl, Fanny, and Hanna Holmgren. "Animated vs. Static graphics in a video game : How does animated and static graphics affect the user experience in a game?" Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-132313.
Full textYeh, Chih Lung. "A framework proposal for algorithm animation systems." Thesis, Nelson Mandela Metropolitan University, 2006. http://hdl.handle.net/10948/d1019680.
Full textMyles, Ashish. "Linear programming approach to fitting splines through 3D channels." [Gainesville, Fla.] : University of Florida, 2004. http://purl.fcla.edu/fcla/etd/UFE0006260.
Full textMartin, Walter E. "Cview, a graphical program generator for the C programming language /." Online version of thesis, 1988. http://hdl.handle.net/1850/10224.
Full textWang, Yangzihao. "Gunrock| A Programming Model and Implementation for Graph Analytics on Graphics Processing Units." Thesis, University of California, Davis, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10251096.
Full textThe high-performance, highly parallel, fully programmable modern Graphics Processing Unit's high memory bandwidth, computing power, excellent peak throughput, and energy efficiency brings acceleration to regular applications that have extensive data parallelism, regular memory access patterns, and modest synchronizations. However, for graph analytics, the inherent irregularity of graph data structures leads to irregularity in data access and control flow, making efficient graph analytics on GPUs a significant challenge. Despite some promising specialized GPU graph algorithm implementations, parallel graph analytics on the GPU in general still faces two major challenges. The first is the programmability gap between low-level implementations of specific graph primitives and a general graph processing system. Programming graph algorithms on GPUs is difficult even for the most skilled programmers. Specialized GPU graph algorithm implementations do not generalize well since they often couple a specific graph computation to a specific type of parallel graph operation. The second is the lack of a GPU-specific graph processing programming model. High-level GPU programming models for graph analytics often recapitulate CPU programming models and do not compare favorably in performance with specialized implementations due to different kinds of overhead introduced by maintaining a high-level framework.
This dissertation seeks to resolve the conflict of programmability and performance for graph analytics on the GPU by designing a GPU-specific graph processing programming model and building a graph analytics system on the GPU that not only allows quick prototyping of new graph primitives but also delivers the performance of customized, complex GPU hardwired graph primitives. To achieve this goal, we present a novel data-centric abstraction for graph operations that allows programmers to develop graph primitives at a high level of abstraction while simultaneously delivering high performance by incorporating several profitable optimizations, which previously were only applied to different individual graph algorithm implementations on the GPU, into the core of our implementation, including kernel fusion, push-pull traversal, idempotent traversal, priority queues, and various workload mapping strategies. We design and implement a new graph analytics system, Gunrock, which contains a set of simple and flexible graph operation APIs that can express a wide range of graph primitives at a high level of abstraction. Using Gunrock, we implement a large set of graph primitives, which span from traversal-based algorithms and ranking algorithms, to triangle counting and bipartite-graph-based algorithms. All of our graph primitives achieve comparable performance to their hardwired counterparts and significantly outperform previous programmable GPU abstractions.
Björklund, Henrik. "Combinatorial Optimization for Infinite Games on Graphs." Doctoral thesis, Uppsala University, Department of Information Technology, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-4751.
Full textGames on graphs have become an indispensable tool in modern computer science. They provide powerful and expressive models for numerous phenomena and are extensively used in computer- aided verification, automata theory, logic, complexity theory, computational biology, etc.
The infinite games on finite graphs we study in this thesis have their primary applications in verification, but are also of fundamental importance from the complexity-theoretic point of view. They include parity, mean payoff, and simple stochastic games.
We focus on solving graph games by using iterative strategy improvement and methods from linear programming and combinatorial optimization. To this end we consider old strategy evaluation functions, construct new ones, and show how all of them, due to their structural similarities, fit into a unifying combinatorial framework. This allows us to employ randomized optimization methods from combinatorial linear programming to solve the games in expected subexponential time.
We introduce and study the concept of a controlled optimization problem, capturing the essential features of many graph games, and provide sufficent conditions for solvability of such problems in expected subexponential time.
The discrete strategy evaluation function for mean payoff games we derive from the new controlled longest-shortest path problem, leads to improvement algorithms that are considerably more efficient than the previously known ones, and also improves the efficiency of algorithms for parity games.
We also define the controlled linear programming problem, and show how the games are translated into this setting. Subclasses of the problem, more general than the games considered, are shown to belong to NP intersection coNP, or even to be solvable by subexponential algorithms.
Finally, we take the first steps in investigating the fixed-parameter complexity of parity, Rabin, Streett, and Muller games.
Myjak, Michael D. (Michael David). "Computer Graphics Primitives and the Scan-Line Algorithm." Thesis, University of North Texas, 1988. https://digital.library.unt.edu/ark:/67531/metadc500544/.
Full textPell, Barney Darryl. "Strategy generation and evaluation for meta-game playing." Thesis, University of Cambridge, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.308363.
Full textTrout, Terry Thoke. "Design of computer animation languages /." Title page, contents and abstract only, 1990. http://web4.library.adelaide.edu.au/theses/09SM/09smt861.pdf.
Full textUnsal, Omur. "Two-person zero-sum network-interdiction game with multiple inspector types." Thesis, Monterey, California : Naval Postgraduate School, 2010. http://edocs.nps.edu/npspubs/scholarly/theses/2010/Jun/10Jun%5FUnsal.pdf.
Full textThesis Advisor(s): Wood, R. Kevin ; Second Reader: Salmeron, Javier. "June 2010." Description based on title screen as viewed on July 14, 2010. Author(s) subject terms: Two-person zero-sum network-interdiction game, game theoretic network interdiction, column generation, pure inspection-assignment strategy, inspector-to-edge assignment and mixed strategies, marginal probability, Cournet's simultaneous play game. Includes bibliographical references (p. 47-48). Also available in print.
Toledo-Ramirez, Rommel. "Design of an object oriented and modular architecture for a naval tactical simulator using Delta3D's game manager." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2006. http://library.nps.navy.mil/uhtbin/hyperion/06Sep%5FToledo%5FRamirez.pdf.
Full textThesis Advisor(s): Perry L. McDowell, Rudolph P. Darken. "September 2006." Includes bibliographical references (p. 59-60). Also available in print.
Pursel, Eugene Ray. "Synthetic vision : visual perception for computer generated forces using the programmable graphics pipeline /." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Sep%5FPursel.pdf.
Full textThesis Advisor(s): Christian J. Darken. Includes bibliographical references (p. 93-95). Also available online.
Lundwall, Clara. "Creating guidelines for game character designs : Bachelor thesis in the subject of computer graphics arts." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64970.
Full textDenna uppsatts kommer att behandla ämnet karaktärsdesign för spel. Jag kommer att undersöka hur man utvecklar en metod för att skapa en designmall som man kan använda som grundläggande riktlinjer när man utformar en karaktär. Avhandlingen innehåller forskning som undersöker hur former och färger används för att förmedla en spelkaraktärs personlighet och identitet utan dialog eller sammanhang. Hur användningen av olika poseringar och kombinationer av linjer och former hjälper till att definiera en karaktär och karaktärens roll i spelet. I uppsatsen ingår skapandet av en modul, hur den skulle användas i en karaktärsdesign pipeline, och även idéer om hur modulen skulle kunna vidareutvecklas. Modulen testas genom att användas för att skapa tre olika karaktärer och resultatet presenteras tillsammans med en utvärdering av modulens användbarhet i en designpipeline. Sammanfattningen och diskussionen behandlar hur modulen kan vara användbar för mindre erfarna konstnärer, samtidigt som den kanske är överflödiga för de mer erfarna. Hur modulen gav ett första steg och utgångspunkt i utformningen av de tre karaktärerna i denna uppsats diskuteras också.
Wu, Penn Pinlung. "Development of a Career-Oriented Instructional Design Model for Game Programming." NSUWorks, 2012. http://nsuworks.nova.edu/gscis_etd/339.
Full textWilander, Hjalmar. "Player experience from 3D game components : A theoretical and empirical look at computer graphics in practice." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-160094.
Full textKoffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.
Full textHuang, Angela Tzujui. "Develop heuristics to the popular Minesweeper game." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2545.
Full textGaconnet, Christopher James Tarau Paul. "Force-directed graph drawing and aesthetics measurement in a non-strict pure functional programming language." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/ark:/67531/metadc12125.
Full textBoggus, Matthew J. "Modeling, Evaluation, Editing, and Illumination of Three Dimensional Mazes and Caves for Computer Games." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1340034360.
Full textDouglas, Brady D. "Using Video Game Development as a Stepping Stone into the World of Technology." Ashland University Honors Theses / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=auhonors1525247444242345.
Full textKarlsson, Elin, and Lucas Persson. "Performance in game environments with Shadow Maps based on Level of Detail." Thesis, Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18391.
Full textHoffenberg, Steven. "The tug function : a method of context sensitive dot structuring for digital halftones /." Online version of thesis, 1990. http://hdl.handle.net/1850/11500.
Full textAbate, Shalom (Shalom A. ). "A numerical analysis of the NPA semidenite programming hierarchy for the Mod P game." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112827.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 67-68).
The Mod P game is a generalization of the famous CHSH game [6] to a field of order p. The CHSH game corresponds to the Mod P game for the value of p = 2. The CHSH game was one of the earliest and most important results in quantum mechanics because it predicted a clear and experimentally verifiable separation between classical and quantum physics in the form of a Bell's inequality violation. In this thesis, we study the maximum winning probability for the Mod P game over the set of quantum strategies. For p = 2, an early result by Tsirelson [15] showed that the maximum winning probability by a quantum strategy is 0:854. This result is also tight in that it is achievable. Here we are interested in studying the game for values of p > 2 which has seen little progress over the years. This research thesis serves two purposes. The first is to create a self contained reference for some of the most important results in the area. Among these results, a prominent work is the NPA hierarchy [13] of semidenite programs for testing whether a given bipartite correlation corresponds to a valid quantum mechanical experiment. The second part of this thesis is an implementation of this hierarchy for the Mod P game. In the first level of the hierarchy, we obtain numerical results that match analytic upper bounds by Bavarian and Shor [2]. We also nd that the Bavarian and Shor bound is tighter than the first level NPA hierarchy value for a prime power p. In a collaborative work with Matthew Coudron we also present an approach for a semidenite relaxation of the Mod P game using unitary operators. This approach brings us closer to achieving an exact analytic solution for the winning probability of the Mod P game.
by Shalom Abate.
M. Eng.
Pei, Mo Mo. "Modeling the performance of many-core programs on GPUs with advanced features." Thesis, University of Macau, 2012. http://umaclib3.umac.mo/record=b2592954.
Full textGoff, Roger Allen. "Complexity measurement of a graphical programming language and comparison of a graphical and a textual design language." Thesis, Virginia Tech, 1987. http://hdl.handle.net/10919/45686.
Full textFor many years the software engineering community has been attacking the software reliability problem on two fronts. First via design methodologies, languages and tools as a precheck on quality and second by measuring the quality of produced software as a postcheck. This research attempts to unify the approach to creating reliable software by providing the ability to measure the quality of a design prior to its implementation. Also presented is a comparison of a graphical and a textual design language in an effort to support cognitive science research findings that the human brain works more effectively in images than in text.
Master of Science
Marais, Craig. "Guidelines for the use of the Indie approach in game development projects in the context of a capstone experience." Thesis, Nelson Mandela Metropolitan University, 2013.
Find full textNelson, Christopher University of Ballarat. "Spiritual Art: evoking the numinous using a 3D computer game engine." University of Ballarat, 2007. http://archimedes.ballarat.edu.au:8080/vital/access/HandleResolver/1959.17/12793.
Full textMaster of Arts
Nelson, Christopher. "Spiritual Art : evoking the numinous using a 3D computer game engine." Thesis, University of Ballarat, 2007. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/43390.
Full textMaster of Arts
Nelson, Christopher. "Spiritual Art: evoking the numinous using a 3D computer game engine." University of Ballarat, 2007. http://archimedes.ballarat.edu.au:8080/vital/access/HandleResolver/1959.17/14628.
Full textMaster of Arts
Meeder, Ian Harris. "Intelligent Cinematic Camera Control for Real-Time Graphics Applications." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2120.
Full textHaag, Roger. "Programming the INTEL 8086 microprocessor for GRADS : a graphic real-time animation display system." Thesis, McGill University, 1985. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=65929.
Full textRisley, Michael. "Accelerating Computational Algorithms." VCU Scholars Compass, 2013. http://scholarscompass.vcu.edu/etd/3288.
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