Ingemar Ragnemalm

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In this paper we present a solution for the three dimensional representation of mobile computer games which includes both motion parallax and an autostereoscopic display. The system was built on hardware which is available on the consumer market: an iPhone 3G with a Wazabee 3Dee Shell, which is an autostereoscopic extension for the iPhone. The motion sensor(More)
  • Abdullah Jan Mirza, Mahmood Fateh Ahsan, Ingemar Ragnemalm, ABDULLAH JAN MIRZA, MAHMOOD FATEH AHSAN
  • 2010
3D television using multiple views rendering is receiving increasing interest. In this technology a number of video sequences are transmitted simultaneously and provides a larger view of the scene or stereoscopic viewing experience. With two views stereoscopic rendition is possible. Nowadays 3D displays are available that are capable of displaying several(More)
Groups of agents in multi-agent systems may have to cooperate to solve tasks efficiently, and coordinating such groups is an important problem in the field of artificial intelligence. In this paper, we consider the problem of forming disjoint coalitions and assigning them to independent tasks simultaneously, and present an anytime algorithm that efficiently(More)
Distance field text rendering has many advantages compared to most other text rendering solutions. Two of the advantages are the possibility to scale the glyphs without losing the crisp edge and less memory consumption. A drawback with distance field text rendering can be high distance field generation time. The solution for fast distance field text(More)
Synthesizing the realistic motion of a humanoid is a very sophisticated task, studied in different research areas. This work addresses the problem to synthetize realistic animations of 3D biped characters in a simulated environment, using genetic algorithms. Characters are represented as a structure of rigid bodies linked each other by 1DOF joints. Such(More)
This paper presents new radix-2 and radix-2 constant geometry fast Fourier transform (FFT) algorithms for graphics processing units (GPUs). The algorithms combine the use of constant geometry with special scheduling of operations and distribution among the cores. Performance tests on current GPUs show a significant improvements compared to the most recent(More)