Richard J. Cant

Affiliations:
  • Nottingham Trent University, School of Science and Technology


According to our database1, Richard J. Cant authored at least 31 papers between 1999 and 2018.

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

Timeline

Legend:

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Online presence:

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Bibliography

2018
An Entropy-Guided Monte Carlo Tree Search Approach for Generating Optimal Container Loading Layouts.
Entropy, 2018

Using PCA and K-Means to Predict Likeable Songs from Playlist Information.
Proceedings of the 20th UKSim-AMSS International Conference on Computer Modelling and Simulation, 2018

2017
Creating AI Characters for Fighting Games Using Genetic Programming.
IEEE Trans. Comput. Intell. AI Games, 2017

Mask Optimisation for Neural Network Monaural Source Separation.
Proceedings of the UKSim-AMSS 19th International Conference on Computer Modelling & Simulation, 2017

2016
Applying Gamification Principles to a Container Loading System in a Warehouse Environment.
Simul. Notes Eur., 2016

2015
Deriving an Entropy Measure for 2D Container Layouts.
Proceedings of the UKSim-AMSS 17th International Conference on Computer Modelling and Simulation, 2015

Self-Adaptive Stepsize Search Applied To Robust Engineering Design Optimisation.
Proceedings of the 29th European Conference on Modelling and Simulation, 2015

2014
Characterisation of Large Changes in Wind Power for the Day-Ahead Market Using a Fuzzy Logic Approach.
Künstliche Intell., 2014

Hybridization and the Collaborative Combination of Algorithms: Case Study: The Container Loading Problem.
Proceedings of the UKSim-AMSS 16th International Conference on Computer Modelling and Simulation, 2014

Prediction of Jet Engine Parameters for Control Design Using Genetic Programming.
Proceedings of the UKSim-AMSS 16th International Conference on Computer Modelling and Simulation, 2014

2013
Fourier Texture Filtering.
Proceedings of the 15th International Conference on Computer Modelling and Simulation, 2013

2012
Creating Depth of Field Effects without Multiple Samples.
Proceedings of the 14th International Conference on Computer Modelling and Simulation, 2012

2011
Fictional Simulation, Automatic Extraction of Key Scenes from Novels.
Proceedings of the 13th UKSim-AMSS International Conference on Computer Modelling and Simulation, Cambridge University, Emmanuel College, Cambridge, UK, 30 March, 2011

2010
Entropy Measurement within Graphical Scenes.
Proceedings of the 12th UKSim, 2010

2009
Methods for Automated Object Placement in Virtual Scenes.
Proceedings of the UKSim'11, 2009

2008
A Composite Convex Hull Collision Detector for the Open Dynamics Engine.
Proceedings of the 10th EUROS/UKSim International Conference on Computer Modelling and Simulation, 2008

2006
Efficient anti-aliased bump mapping.
Comput. Graph., 2006

Another fine mess: how to generate disorder: to order.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006

2003
A New Depth of Field Algorithm With Applications to Games.
Proceedings of the 4th International Conference on Intelligent Games and Simulation (GAME-ON 2003), 2003

Current Depth of Field Algorithms and Techniques for Games.
Proceedings of the 4th International Conference on Intelligent Games and Simulation (GAME-ON 2003), 2003

Genetic Search Techniques for Line Play Generation in the Game of GO.
Proceedings of the 4th International Conference on Intelligent Games and Simulation (GAME-ON 2003), 2003

2002
AI Architectures for Games: A Review of 3D Accelerator Technology.
Int. J. Intell. Games Simul., 2002

A New Realistic Motion Blur Algorithm.
Proceedings of the 3rd International Conference on Intelligent Games and Simulation (GAME-ON 2002), 2002

Real-Time Generation of Impact Effects in Virtual Environments with Application to Games.
Proceedings of the 3rd International Conference on Intelligent Games and Simulation (GAME-ON 2002), 2002

Feasibility of Distributed Parallel Simulation of AI Search Algorithms.
Proceedings of the 16<sup>th</sup> European Simulation Multiconference: Modelling and Simulation 2002, 2002

2001
A framework for the evaluation of volume rendering techniques on a task specific basis using neural networks.
Comput. Graph., 2001

A New Computational Approach to the Game of Go.
Proceedings of the 2nd International Conference on Intelligent Games and Simulation (GAME-ON 2001), November 30, 2001

New Anti-Aliasing and Depth of Field Techniques for Games Graphics.
Proceedings of the 2nd International Conference on Intelligent Games and Simulation (GAME-ON 2001), November 30, 2001

A Review of 3_D Accelerator Technology for Games.
Proceedings of the 2nd International Conference on Intelligent Games and Simulation (GAME-ON 2001), November 30, 2001

2000
Texture potential MIP mapping, a new high-quality texture antialiasing algorithm.
ACM Trans. Graph., 2000

1999
Re-configurable computing.
XRDS, 1999


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