Related papers: The Esports Frontier: Rendering for Competitive Ga…
With the inevitable dominance of video traffic on the Internet, providing perceptually good video quality is becoming a challenging task. This is partly due to the bursty nature of video traffic, changing network conditions and limitations…
We investigate the feasibility of real-time 3D Gaussian Splatting (3DGS) rasterisation on edge clients with varying Gaussian splat counts and GPU computational budgets. Instead of evaluating multiple physical devices, we adopt an…
Sports tracking data are the high-resolution spatiotemporal observations of a competitive event. The growing collection of these data in professional sport allows us to address a fundamental problem of modern sport: how to attribute value…
Recent advancements in algorithms for sequential decision-making under imperfect information have shown remarkable success in large games such as limit- and no-limit poker. These algorithms traditionally formalize the games using the…
To which degree can abstract gameplay metrics capture the player experience in a general fashion within a game genre? In this comprehensive study we address this question across three different videogame genres: racing, shooter, and…
Simple stochastic games are turn-based 2.5-player games with a reachability objective. The basic question asks whether one player can ensure reaching a given target with at least a given probability. A natural extension is games with a…
Large curved displays inside Virtual Reality environments are becoming popular for visualizing high-resolution content during analytical tasks, gaming or entertainment. Prior research showed that such displays provide a wide field of view…
Pursuit-evasion scenarios appear widely in robotics, security domains, and many other real-world situations. We focus on two-player pursuit-evasion games with concurrent moves, infinite horizon, and discounted rewards. We assume that the…
Radiance fields have revolutionized photo-realistic 3D scene visualization by enabling high-fidelity reconstruction of complex environments, making them an ideal match for light field displays. However, integrating these technologies…
Esports are a mostly sedentary activity. There is a growing need for investigation into how biomechanical and physical abilities can be optimized for esports through training. One such research avenue concerns the ability of esports players…
In this article, we introduce a new conception of a family of esport games called Samu Entropy to try to improve dataflow program graphs like the ones that are based on Google's TensorFlow. Currently, the Samu Entropy project specifies only…
Cloud gaming, wherein game graphics is rendered in the cloud and streamed back to the user as real-time video, expands the gaming market to billions of users who do not have gaming consoles or high-power graphics PCs. Companies like Nvidia,…
We present the description, results, and analysis of the experiments conducted to find the equivalent resolution associated with handheld devices. That is, the resolution from which users stop perceiving quality improvements if better…
The Stixel World is a medium-level, compact representation of road scenes that abstracts millions of disparity pixels into hundreds or thousands of stixels. The goal of this work is to implement and evaluate a complete multi-stixel…
The ability to extract sequences of game events for high-resolution e-sport games has traditionally required access to the game's engine. This serves as a barrier to groups who don't possess this access. It is possible to apply deep…
The popularity of computer games is remarkably high and is still growing every year. Despite this popularity and the economical importance of gaming, research in game design, or to be more precise, of game mechanics that can be used to…
Movie productions use high resolution 3d characters with complex proprietary rigs to create the highest quality images possible for large displays. Unfortunately, these 3d assets are typically not compatible with real-time graphics engines…
First-person shooter (FPS) game tournaments take place across the globe. A growing number of people choose to watch FPS games online instead of attending the game events in person. However, live streaming might miss critical highlight…
A valuation for a player in a game in extensive form is an assignment of numeric values to the players moves. The valuation reflects the desirability moves. We assume a myopic player, who chooses a move with the highest valuation.…
Research suggests there is a perception that females and underrepresented racial/ethnic minorities have worse gameplay skills and produce less engaging video game streaming content. This bias might impact streamers' audience size, viewers'…