Mark Joselli

According to our database1, Mark Joselli authored at least 18 papers between 2008 and 2020.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2020
Applying Hidden Markov Model for Dynamic Game Balancing.
Proceedings of the 19th Brazilian Symposium on Computer Games and Digital Entertainment, 2020

2015
Neighborhood grid: A novel data structure for fluids animation with GPU computing.
J. Parallel Distributed Comput., 2015

Exploring Parallel Game Architectures with Tardiness Policy.
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015

NGrid: a proximity data structure for fluids animation with GPU computing.
Proceedings of the 30th Annual ACM Symposium on Applied Computing, 2015

2014
An Architecture for Real Time Crowd Simulation Using Multiple GPUs.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Mindninja: Concept, Development and Evaluation of a Mind Action Game Based on EEGs.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

2013
MobileWars: A Mobile GPGPU Game.
Proceedings of the Entertainment Computing - ICEC 2013 - 12th International Conference, 2013

2012
An architecture for game interaction using mobile.
Proceedings of the 2012 IEEE International Games Innovation Conference, 2012

Techniques for designing GPGPU games.
Proceedings of the 2012 IEEE International Games Innovation Conference, 2012

2011
A Distributed Architecture for Mobile Digital Games Based on Cloud Computing.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

2010
An Architecture with Automatic Load Balancing and Distribution for Digital Games.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

2009
A bidimensional data structure and spatial optimization for supermassive crowd simulation on GPU.
Comput. Entertain., 2009

An adaptative game loop architecture with automatic distribution of tasks between CPU and GPU.
Comput. Entertain., 2009

A Neighborhood Grid Data Structure for Massive 3D Crowd Simulation on GPU.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

gRmobile: A Framework for Touch and Accelerometer Gesture Recognition for Mobile Games.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

GpuWars: Design and Implementation of a GPGPU Game.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

2008
A new physics engine with automatic process distribution between CPU-GPU.
Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, 2008

Automatic Dynamic Task Distribution between CPU and GPU for Real-Time Systems.
Proceedings of the 11th IEEE International Conference on Computational Science and Engineering, 2008


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