Mark Joselli
Pontifícia Universidade Católica do Paraná
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Featured researches published by Mark Joselli.
2009 VIII Brazilian Symposium on Games and Digital Entertainment | 2009
Mark Joselli; Esteban Clua
Mobile phone games are usually design to be able to play using the traditional number pads of the handsets. This is stressfully difficult for the user interaction and consequently for the game design. Because of that, one of the most desired features of a mobile games is the usage of few buttons as possible. Nowadays, with the evolution of the mobile phones, more types of user interaction are appearing, like touch and accelerometer input. With these features, game developers have new forms of exploring the user input, being necessary to adapt or create new kinds of game play. With mobile phones equipped with 3D accelerometers, developers can use the simple motion of the device to control the game or use complex accelerated gestures. And with mobile phones equipped with the touch feature, they can use a simple touch or a complex touch gesture recognitions. For the gesture to be recognized one can use different methods like simple brute force gestures, that only works well on simple gestures, or more complex pattern recognition techniques like hidden Markov fields, fuzzy logic and neural networks. This work presents a novel framework for touch/accelerometer gesture recognition that uses hidden Markov model for recognition of the gestures. This framework can also be used for the development of mobile application with the use of gestures.
computational science and engineering | 2008
Mark Joselli; Marcelo Zamith; Esteban Clua; Anselmo Antunes Montenegro; Aura Conci; Regina Célia P. Leal-Toledo; Luis Valente; Bruno Feijó; Marcos Cordeiro d'Ornellas; Cesar Tadeu Pozzer
The increase of computational power of programmable GPU (graphics processing unit) brings new concepts for using these devices for generic processing. Hence, with the use of the CPU and the GPU for data processing come new ideas that deals with distribution of tasks among CPU and GPU, such as automatic distribution. The importance of the automatic distribution of tasks between CPU and GPU lies in three facts. First, automatic task distribution enables the applications to use the best of both processors. Second, the developer does not have to decide which processor will do the work, allowing the automatic task distribution system to choose the best option for the moment. And third, sometimes, the application can be slowed down by other processes if the CPU or GPU is already overloaded. Based on these facts, this paper presents new schemes for efficient automatic task distribution between CPU and GPU. This paper also includes tests and results of implementing those schemes with a test case and with a real-time system.
international conference on computer graphics and interactive techniques | 2008
Mark Joselli; Esteban Clua; Anselmo Antunes Montenegro; Aura Conci; Paulo A. Pagliosa
The Graphics Processing Units or simply GPUs have evolved into extremely powerful and flexible processors. This flexibility and power have allowed new concepts in general purpose computation to emerge. This paper presents a new architecture for physics engines focusing on the simulation of rigid bodies with some of its methods implemented on the GPU. Sending physics computation to the GPU enables the unloading of the required computations from the CPU, allowing it to process other tasks and optimizations. Another important reason for using the GPU is to allow physics engines to process a higher number of bodies in the simulation. It also presents an automatic process distribution scheme between CPU and GPU. The importance of the automatic distribution for physics simulation arises from the fact that, sometimes, the simulated scene characteristics may change during the simulation and by using an automatic distribution scheme the system may obtain the best performance of both processors (CPU and GPU). Also, with an automatic distribution mode, the developer does not have to decide which processor will do the work allowing the system to choose between CPU and GPU. This paper also presents an uncoupled multithread game loop used by the physics engine.
conference on computability in europe | 2009
Mark Joselli; Marcelo Zamith; Esteban Clua; Anselmo Antunes Montenegro; Regina Célia P. Leal-Toledo; Aura Conci; Paulo A. Pagliosa; Luis Valente; Bruno Feijó
This article presents a new architecture to implement all game loop models for games and real-time applications that use the GPU as a mathematics and physics coprocessor, working in parallel processing mode with the CPU. The presented model applies automatic task distribution concepts. The architecture can apply a set of heuristics defined in Lua scripts in order to get acquainted with the best processor for handling a given task. The model applies the GPGPU (general-purpose computation on GPUs) paradigm. In this article we propose an architecture that acquires knowledge about the hardware by running tasks in each processor and, by studying their performance over time, finding the best processor for a group of tasks.
2009 VIII Brazilian Symposium on Games and Digital Entertainment | 2009
Mark Joselli; Erick Baptista Passos; Marcelo Zamith; Esteban Clua; Anselmo Antunes Montenegro; Bruno Feijó
Simulation and visualization of emergent crowd in real-time is a computationally intensive task. This intensity mostly comes from the
2012 IEEE International Games Innovation Conference | 2012
Mark Joselli; Jose Ricardo da Silva; Marcelo Zamith; Esteban Clua; Mateus Pelegrino; Evandro Mendonça; Eduardo Soluri
O(n^2)
conference on computability in europe | 2009
Erick Baptista Passos; Mark Joselli; Marcelo Zamith; Esteban Clua; Anselmo Antunes Montenegro; Aura Conci; Bruno Feijó
complexity of the traversal algorithm, necessary for the proximity queries of all pair of entities in order to compute the relevant mutual interactions. Previous works reduced this complexity by considerably factors, using adequate data structures for spatial subdivision and parallel computing on modern graphic hardware, achieving interactive frame rates in real-time simulations. However, the performance of existent proposals are heavily affected by the maximum density of the spatial subdivision cells, which is usually high, yet leading to algorithms that are not optimal. In this paper we extend previous neighborhood data structure, which is called neighborhood grid, and a simulation architecture that provides for extremely low parallel complexity. Also, we implement a representative flocking boids case-study from which we run benchmarks with simulation and rendering of up to 1 million boids at interactive frame-rates. We remark that this work can achive a minimum spee up of 2.94 when compared to traditional spatial subdivision methods with a similar visual experience and with lesser use of memory.
2010 Brazilian Symposium on Games and Digital Entertainment | 2010
Mark Joselli; Marcelo Zamith; Esteban Clua; Anselmo Antunes Montenegro; Regina Célia P. Leal-Toledo; Luis Valente; Bruno Feijó
One of the most important factors in digital games is the immersion of the players to enhance their experience in the virtual world created by games. This immersion can be achieved in different ways, such as graphics effects, realistic physics, artificial intelligence and even from user inputs. The Nintendo Wii controller, Sony Playstation Move controller and Microsoft Xbox Kinect, to name a few, present new forms of user interaction using the players movements, which has led to new forms of gameplay, as well as great forms of feedback. In addition, mobile devices are providing new features, like accelerometers, touch screens, cameras and GPS, which allow new forms of interaction in games played on these devices. In response to this evolution, this paper presents a multi-platform architecture that supports a desktop game being controlled by mobile devices, using their built-in features such as vibration feedback, sound feedback, image feedback and unique inputs like location, voice recognition, camera and gestures in order to enhance player immersion during game play. Additionally, the architecture supports different types of user data input, such as gesture and motion, that can be utilized according to user preferences and desires. Moreover, with this architecture, the mobile screen device can be used to give players feedback, like visual effects, scores and statistics. These available schemes have proven to be very useful and attractive for players, giving them choices that best fit their preferences and abilities. This architecture can also be used in collaborative games, where each player uses his device to interact with games running both on mobile devices and desktop computers. In order to demonstrate our architectures effectiveness, we have developed a desktop game and done a case study with a pilot group of users, where some usability factors were evaluated. Finally, using a mobile device for game data input and player feedback provides people who are resistant to complex game controllers the opportunity to enjoy playing games using the same device they are accustomed to using daily, thereby minimizing the time needed to learn what is usually necessary to start enjoying a game. This can, in many situations, lower the barrier encountered by experienced smartphone users who are novice game players, as demonstrated in our pilot usability tests, which found high fun factors in such players.
2012 IEEE International Games Innovation Conference | 2012
Mark Joselli; Jose Ricardo da Silva; Marcelo Zamith; Esteban Clua; Mateus Pelegrino; Evandro Mendonça
Computing and presenting emergent crowd simulations in real time is a computationally intensive task. This intensity is mostly due to the complexity of the traversal algorithm needed for the interactions of all elements against each other on the basis of a proximity query. By using special data structures such as grids, and due to the parallel nature of graphics hardware, relevant previou work reduced this complexity considerably, making it possible to achieve interactive frame rates. However, existing proposals tend to be heavily bound by the maximum density of such grids, which is usually high, leading to arguably inefficient algorithms. In this article we propose the use of a fine- grained grid and accompanying data manipulation, to lead to scalable algorithmic complexity. We also implement a representative flocking boids case study, from which we ran benchmarks with more than one million simulated and rendered boids at nearly 30fps. We remark that related previous work achieved no more than 15,000 boids with interactive frame rates.
SBGAMES '11 Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment | 2011
Marcelo Zamith; Mark Joselli; Esteban Clua; Anselmo Antunes Montenegro; Regina Célia P. Leal-Toledo; Luis Valente; Bruno Feijó
Distributed computing is being used in several fields to solve many computation intensive problems. In digital games, it is used mainly in multi-player games, where the majority of the game logic is processed in a mainframe or cluster. Single player games could also use distributed computing to process the game logic, devoting host processing to renderization, which is usually the task that digital games spend most of its processing time. By using distributed computing, games could need softer system requirements, since the game loop would be distributed. This paper presents a game loop that can be applied in both multi-player and single-player games, using automatic load balancing and distributing game logic computation among several computers.