38,007 research outputs found
Designing and Animating a Character Sprite with Modern Techniques
High-quality 2D animation for video game production is both strenuous and time consuming. Traditionally, 2D game animation consisted of drawing each frame by hand and processing it into a bitmap for use in-game. As every frame was individually drawn, it was difficult to create enough drawings for smooth animation as well as keep form consistent between frames. Although, this technique usually resulted in a strong sense of 3D volume and realism when well executed. Current technology allows for faster 2D animation workflows using interpolation and bone systems as well as greater consistency, smoothness, and efficiency, but oftentimes the results lose the sense of depth and quality found in traditional animation. This thesis explores efficiently creating, and animating a 2D sprite by utilizing a composite of traditional animation techniques and computer animation practices. Using Adobe Photoshop, Adobe Flash, and the Unity3D game engine, a short game was created to demonstrate this process in a finished work
Counterexample-Guided Polynomial Loop Invariant Generation by Lagrange Interpolation
We apply multivariate Lagrange interpolation to synthesize polynomial
quantitative loop invariants for probabilistic programs. We reduce the
computation of an quantitative loop invariant to solving constraints over
program variables and unknown coefficients. Lagrange interpolation allows us to
find constraints with less unknown coefficients. Counterexample-guided
refinement furthermore generates linear constraints that pinpoint the desired
quantitative invariants. We evaluate our technique by several case studies with
polynomial quantitative loop invariants in the experiments
Uniform Interpolation for Coalgebraic Fixpoint Logic
We use the connection between automata and logic to prove that a wide class
of coalgebraic fixpoint logics enjoys uniform interpolation. To this aim, first
we generalize one of the central results in coalgebraic automata theory, namely
closure under projection, which is known to hold for weak-pullback preserving
functors, to a more general class of functors, i.e.; functors with
quasi-functorial lax extensions. Then we will show that closure under
projection implies definability of the bisimulation quantifier in the language
of coalgebraic fixpoint logic, and finally we prove the uniform interpolation
theorem
A semi-Lagrangian scheme for the game -Laplacian via -averaging
We present and analyze an approximation scheme for the two-dimensional game
-Laplacian in the framework of viscosity solutions. The approximation is
based on a semi-Lagrangian scheme which exploits the idea of -averages. We
study the properties of the scheme and prove that it converges, in particular
cases, to the viscosity solution of the game -Laplacian. We also present a
numerical implementation of the scheme for different values of ; the
numerical tests show that the scheme is accurate.Comment: 34 pages, 3 figures. To appear on Applied Numerical Mathematic
Decidability of higher-order matching
We show that the higher-order matching problem is decidable using a
game-theoretic argument.Comment: appears in LMCS (Logical Methods in Computer Science
Quiz Games as a model for Information Hiding
We present a general computation model inspired in the notion of information
hiding in software engineering. This model has the form of a game which we call
quiz game. It allows in a uniform way to prove exponential lower bounds for
several complexity problems of elimination theory.Comment: 46 pages, to appear in Journal of Complexit
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