Rethinking Algorithms for Games: Towards High-Fidelity Effects in Interactive Environments

Zoran Popović · 2007

Summary form only given. We argue that real-time domain of interactive games requires completely new approach to algorithms for most problems in computer graphics. To illustrate this point, we describe our recent work on two very different phenomena, human locomotion and fluid simulations, and show how the requirements of high-fidelity, realtime performance and unconditional stability resulted in some very unusual algorithms to these well studied problems.

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