Eike Falk Anderson

Orcid: 0000-0002-5805-1738

According to our database1, Eike Falk Anderson authored at least 50 papers between 2002 and 2022.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2022
Traditional Romanian Egg Decoration in Augmented Reality with 3D Printing.
Proceedings of the GCH 2022, 2022

Project SAGA: Towards Bridging the Gap between Serious and Entertainment Games.
Proceedings of the GCH 2022, 2022

2021
Foreword to the special section on Computer Graphics education in the time of Covid.
Graph. Vis. Comput., 2021

Towards the Formal Teaching of CG Applications in Cultural Heritage for Computer Graphics and Animation Students.
Proceedings of the GCH 2021, 2021

New Heritage: New media art between cultural heritage experience and artefact.
Proceedings of the Electronic Visualisation and the Arts, 2021

Playing with the Sun: A Virtual Physics Experience for Nuclear Fusion Experimentation and Learning.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

2020
Collaborating and Learning in Shared Virtual Environments.
IEEE Computer Graphics and Applications, 2020

Graphics and Virtual Environments for Serious Games.
IEEE Computer Graphics and Applications, 2020

Once Upon a Time in Animation: Curatorial strategies for an exhibition on the National Centre for Computer Animation.
Proceedings of the Electronic Visualisation and the Arts, 2020

Space-Time Blending for Heterogeneous Objects.
Proceedings of the 41st Annual Conference of the European Association for Computer Graphics, 2020

Streamlining Photogrammetry Reconstructions of Bone Fragments for Bioarchaeological Analysis, Conservation, and Public Engagement.
Proceedings of the 41st Annual Conference of the European Association for Computer Graphics, 2020

Recreating Past and Present: An Exceptional Student-Created Virtual Heritage Experience.
Proceedings of the 41st Annual Conference of the European Association for Computer Graphics, 2020

Preserving and Presenting Cultural Heritage Using Off-the-Shelf Software.
Proceedings of the Visual Computing for Cultural Heritage, 2020

2019
A Breadth-First Introduction to VFX: A Holistic Approach for Teaching the Visual Effects Production Pipeline.
Proceedings of the 40th Annual Conference of the European Association for Computer Graphics, 2019

D.A.V.E: A Prototype for Automatic Environment Decoration.
Proceedings of the 40th Annual Conference of the European Association for Computer Graphics, 2019

Vegetable Matter Decay: An Exceptional Student 'Innovations' Project.
Proceedings of the 40th Annual Conference of the European Association for Computer Graphics, 2019

2018
Distinctive Approaches to Computer Graphics Education.
Comput. Graph. Forum, 2018

Withering fruits: vegetable matter decay and fungus growth.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

Turtle Fractals and Spirolaterals: Effective Assignments for Novice Graphics Programmers.
Proceedings of the 39th Annual Conference of the European Association for Computer Graphics, 2018

2017
AnimDiff: Comparing 3D Animations for Revision Control.
Proceedings of the 38th Annual Conference of the European Association for Computer Graphics, 2017

Differencing and Merging for 3D Animation Revision Control.
Proceedings of the 38th Annual Conference of the European Association for Computer Graphics, 2017

The New CGEMS - Preparing the Computer Graphics Educational Materials Source to Meet the Needs of Educators.
Proceedings of the 38th Annual Conference of the European Association for Computer Graphics, 2017

Generating ASCII-Art: A Nifty Assignment from a Computer Graphics Programming Course.
Proceedings of the 38th Annual Conference of the European Association for Computer Graphics, 2017

2016
Skyglow: Towards a Night-time Illumination Model for Urban Environments.
Proceedings of the 37th Annual Conference of the European Association for Computer Graphics, 2016

Aiming High: Undergraduate Research Projects in Computer Graphics and Animation.
Proceedings of the 37th Annual Conference of the European Association for Computer Graphics, 2016

2015
Real-Time Fluids - Optimizing Grid-Based Methods.
Proceedings of SIGRAD 2015, Visual Computing, June 1-2, 2015, Stockholm, Sweden, 2015

2014
The Four I's Recipe for Cooking Up Computer Graphics Exercises and Assessments.
Proceedings of the 35th Annual Conference of the European Association for Computer Graphics, 2014

2013
Smoke and Shadows: Rendering and Light Interaction of Smoke in Real-Time Rendered Virtual Environments.
Proceedings of the 5th International Conference on Games and Virtual Worlds for Serious Applications, 2013

Choosing the Infrastructure for Entertainment and Serious Computer Games - a Whiteroom Benchmark for Game Engine Selection.
Proceedings of the 5th International Conference on Games and Virtual Worlds for Serious Applications, 2013

Reverse Skew-T - A Cloudmaking Tool for CG.
Proceedings of the 34th Annual Conference of the European Association for Computer Graphics, 2013

Student Project - Racing Launcher Game.
Proceedings of the 34th Annual Conference of the European Association for Computer Graphics, 2013

2012
In at the Deep End: An Activity-Led Introduction to First Year Creative Computing.
Comput. Graph. Forum, 2012

A modular framework for deformation and fracture using GPU shaders.
Proceedings of the 18th International Conference on Virtual Systems and Multimedia, 2012

Towards a Vitruvian Shape Grammar for Procedurally Generating Classical Roman Architecture.
Proceedings of the 13th International Symposium on Virtual Reality, 2012

2011
A Classification of Scripting Systems for Entertainment and Serious Computer Games.
Proceedings of the Third International Conference on Games and Virtual Worlds for Serious Applications, 2011

In at the Deep End: An Activity-Led Introduction to Creative Computing with Interactive Computer Graphics.
Proceedings of the 32nd Annual Conference of the European Association for Computer Graphics, 2011

2010
Developing serious games for cultural heritage: a state-of-the-art review.
Virtual Real., 2010

Educating technophile artists and artophile technologists: A successful experiment in higher education.
Comput. Graph., 2010

Randomly Generated 3D Environments for Serious Games.
Proceedings of the Second International Conference on Games and Virtual Worlds for Serious Applications, 2010

Procedural Generation of Urban Environments through Space and Time.
Proceedings of the 31st Annual Conference of the European Association for Computer Graphics, 2010

GPU Destruction: Real-Time Procedural Demolition of Virtual Environments.
Proceedings of the 31st Annual Conference of the European Association for Computer Graphics, 2010

Using Augmented Reality as a Medium to Assist Teaching in Higher Education.
Proceedings of the 31st Annual Conference of the European Association for Computer Graphics, 2010

Real-Time Smoke Rendering and Light Interaction.
Proceedings of the 31st Annual Conference of the European Association for Computer Graphics, 2010

No More Reinventing the Virtual Wheel: Middleware for Use in Computer Games and Interactive Computer Graphics Education.
Proceedings of the 31st Annual Conference of the European Association for Computer Graphics, 2010

2009
Educating technophile artists: experiences from a highly successful computer animation undergraduate programme.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2009

On the Provision of a Comprehensive Computer Graphics Education in the Context of Computer Games: An Activity-Led Instruction Approach.
Proceedings of the 30th Annual Conference of the European Association for Computer Graphics, 2009

2008
The case for research in game engine architecture.
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008

Scripted smarts in an intelligent virtual environment: behaviour definition using a simple entity annotation language.
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008

2007
Critters in the classroom: a 3D computer-game-like tool for teaching programming to computer animation students.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2007

2002
Off-Line Evolution of Behaviour for Autonomous Agents in Real-Time Computer Games.
Proceedings of the Parallel Problem Solving from Nature, 2002


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