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Pete Doenges

dblp:45/1746 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 1988
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 33% Rendering · 33% Virtual and augmented reality · 33%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Parallel and multicore computing · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual environment
driving simulation
0.011988
Getting graphics in gear: graphics and dynamics in driving simulation · SIGGRAPH 1988
Rendering
real-time rendering
0.011988
Getting graphics in gear: graphics and dynamics in driving simulation · SIGGRAPH 1988
Parallel and multicore computing
parallel programming models
0.011988
Getting graphics in gear: graphics and dynamics in driving simulation · SIGGRAPH 1988
Parallel and multicore computing › parallel algorithms › parallel algorithm design
parallel recursion
0.011988
Getting graphics in gear: graphics and dynamics in driving simulation · SIGGRAPH 1988

Methods — techniques the papers use, named apart from their topics

parallel recursive algorithm · 0.0multi-body dynamics · 0.0
YearPublicationVenuePosition
1988 Getting graphics in gear: graphics and dynamics in driving simulation
abstract
Man-in-the-loop simulation uses a person in the control loop to provide feedback to the system operations. Proper operator cueing must be provided to ensure a realistic response. Real-time computer graphics and dynamics both play dominant roles in providing these necessary cues. Dynamics simulation of modern vehicles requires a multi-body non-linear approach for acceptable fidelity of motion. A vehicle can be modeled as a set of linked rigid bodies, whose connections are described by a graph. Real-time constraints on the computation of non-linear dynamics equations require the development of naturally parallel recursive algorithms, whose organization closely follows the system graph. Significant speed-up can be accomplished using these parallel algorithms.
Rod Deyo, John A. Briggs, Pete Doenges
SIGGRAPH3