December 21, 2016
Author(s)
Wesley N. Griffin, William L. George, Terence J. Griffin, John G. Hagedorn, Thomas M. Olano, Steven G. Satterfield, James S. Sims, Judith E. Terrill
Content creation for realtime interactive systems is a difficult problem. In game development, content creation pipelines are a major portion of the code base and content creation is a major portion of the budget. In research environments, the choice of