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Richard J. Cant

dblp:64/4522 · also Richard John Cant · DBLP profile ↗
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5ranked-venue papers
2as first author
0since 2021 · last 2017
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorArtificial intelligence and machine learning · 2

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
Rendering · 87% Image and video coding · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › texture mapping › texture filtering
mipmapping
0.012000
Texture potential MIP mapping, a new high-quality texture antialiasing algorithm · ACM Trans. Graph. 2000
Rendering
texture mapping
0.012000
Texture potential MIP mapping, a new high-quality texture antialiasing algorithm · ACM Trans. Graph. 2000
Image and video coding
image quality assessment
0.012000
Texture potential MIP mapping, a new high-quality texture antialiasing algorithm · ACM Trans. Graph. 2000

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

texture potential mapping · 0.0
YearPublicationVenuePosition
2017 Creating AI Characters for Fighting Games Using Genetic Programming
abstract
This paper proposes a character generation approach for the M.U.G.E.N. fighting game that can create engaging AI characters using a computationally cheap process without the intervention of the expert developer. The approach uses a genetic programming algorithm that refines randomly generated character strategies into better ones using tournament selection. The generated AI characters were tested by 27 human players and were rated according to results, perceived difficulty and how engaging the gameplay was. The main advantages of this procedure are that no prior knowledge of how to code the strategies of the AI character is needed and there is no need to interact with the internal code of the game. In addition, the procedure is capable of creating a wide diversity of players with different strategic skills, which could be potentially used as a starting point to a further adaptive process.
Giovanna Martínez-Arellano, Richard J. Cant, David Woods
IEEE Trans. Comput. Intell. AI Games2
2015 Self-Adaptive Stepsize Search Applied To Robust Engineering Design Optimisation
Ralph Krause, Lars Nolle, Richard J. Cant
ECMS3
2006 Efficient anti-aliased bump mapping
Richard J. Cant, Caroline S. Langensiepen
Comput. Graph.1
2001 A framework for the evaluation of volume rendering techniques on a task specific basis using neural networks
Simon A. Braines, Richard J. Cant
Comput. Graph.2
2000 Texture potential MIP mapping, a new high-quality texture antialiasing algorithm
abstract
A refined version of the texture potential mapping algorithm is introduced in which a one-dimensional MIP map is incorporated. This has the effect of controlling the maximum number of texture samples required. The new technique is compared to existing texture antialiasing methods in terms of quality and sample count. The new method is shown to compare favorably with existing techniques for producing high quality antialiased, texture-mapped images.
Richard J. Cant, P. A. Shrubsole
ACM Trans. Graph.1