[1]
Dhanyu Amarasinghe and Ian Parberry. Fast, believable real-time rendering of burning
low-polygon objects in video games. In Proceedings of the 6th International North American
Conference on Intelligent Games and Simulation, pages 21–26. EUROSIS, 2011.
[2]
Dhanyu Amarasinghe and Ian Parberry. Towards fast, believable real-time rendering of
burning objects in video games. In Proceedings of the 6th Annual International Conference on
the Foundations of Digital Games, pages 256–258, July 2011.
[3]
Dhanyu Amarasinghe and Ian Parberry. Real-time rendering of burning solid objects in
video games. In Proceedings of the 18th International Conference on Computer Games, pages
139–143, 2013.
[4]
Dhanyu Amarasinghe and Ian Parberry. Real-time rendering of melting objects in video
games. In Proceedings of the 18th International Conference on Computer Games, pages
154–158, 2013.
[5]
Ki Yin Chang andGene Eu Jan and Ian Parberry. A method for searching optimal routes
with collision avoidance on raster charts. Journal of Navigation, 56(3):371–384, 2003.
[6]
Piotr Berman, Ian Parberry, and Georg Schnitger. A note on the complexity of reliability
in neural networks. IEEE Transactions on Neural Networks, 3(6):998–1002, 1992.
[7]
Erik Carson, Ian Parberry, and Bradley Jensen. Algorithm Explorer: Visualizing algorithms
in a 3D multimedia environment. In Proceedings of the 2007 ACM Technical Symposium on
Computer Science Education, pages 155–159, 2007.
[8]
Ki Yin Chang, Gene Eu Jan, Chien-Min Su, and Ian Parberry. Optimal interceptions on
two-dimensional grids with obstacles. Journal of Navigation, 61(1), 2008.
[9]
Jonathan Doran and Ian Parberry. A prototype quest generator based on a structural
analysis of quests from four MMORPGs. In Proceedings of the Second International Workshop
on Procedural Content Generation in Games, pages 1–8, July 2011.
[10]
Jonathon Doran and Ian Parberry. Controlled procedural terrain generation using software
agents. IEEE Transactions on Computational Intelligence and AI in Games, 2(2):111–119,
2010.
[11]
Jonathon Doran and Ian Parberry. Emergent economies for role playing games.
International Journal of Intelligent Games and Simulation, 7(1):35–47, 2012.
[12]
Fletcher Dunn and Ian Parberry. 3D Math Primer for Graphics and Game Development.
Wordware, 2002.
[13]
Fletcher Dunn and Ian Parberry. 3D Math Primer for for Graphics and Game
Development. A.K. Peters, second edition, 2011.
[14]
Michael R. Fellows and Ian Parberry. SIGACT trying to get children excited about CS.
Computing Research News, 5(1):7, 1993.
[15]
William Gasarch and Ian Parberry. Problems on Algorithms. Second edition, 2002.
[16]
Leslie M. Goldschlager and Ian Parberry. On the construction of parallel computers from
various bases of Boolean functions. Theoretical Computer Science, 43(1):43–58, 1986.
[17]
Gene Eu Jan, Ki Yin Chang, Su Gao, and Ian Parberry. A new 4-geometry maze routing
algorithm. ACM Transactions on Design Automation of Electronic Systems, 9(1), 2005.
[18]
Gene Eu Jan, Ki Yin Chang, and I. Parberry. Optimal path planning for mobile robot
navigation. IEEE Transactions on Mechatronics, 13(4):451–460, 2008.
[19]
Oleg Kyek, Ian Parberry, and Ingo Wegener. Bounds on the number of knight’s tours.
Discrete Applied Mathematics, 74:171–181, 1997.
[20]
Criss Martin and Ian Parberry. Real time dynamic wind calculation for a pressure driven
wind system. In Proceedings of the 2006 ACM SIGGRAPH Video Game Symposium, pages
151–154, 2006.
[21]
Timothy McMahan, Ian Parberry, and Thomas D.
Parsons. Evaluating electroencephalography engagement indices during video game play. In
Proceedings of the 2015 Conference on the Foundations of Digital Games, 2015.
[22]
Timothy McMahan, Ian Parberry, and Thomas D. Parsons. Evaluating player task
engagement and arousal using electroencephalography. In Proceedings of the 3rd International
Conference on Affective and Pleasurable Design, 2015.
[23]
Timothy McMahan, Ian Parberry, and Thomas D. Parsons. Modality specific assessment
of video game players experience using the Emotiv. Entertainment Computing, 7(0):1–6, 2015.
[24]
Zoran Obradovic and Ian Parberry. Computing with discrete multi-valued neurons.
In Advances in Neural Information Processing Systems 2, Proceedings of the 1989 IEEE
Conference on Neural Information Processing Systems, pages 702–709, 1990.
[25]
Zoran Obradovic and Ian Parberry. Learning with discrete multi-valued neurons. In
Proceedings of the Seventh Annual Machine Learning Conference, pages 392–399, 1990.
[26]
Zoran Obradovic and Ian Parberry. Computing with discrete multi-valued neurons. Journal
of Computer and System Sciences, 45(3):471–492, 1992.
[27]
Zoran Obradovic and Ian Parberry. Learning with discrete multi-valued neurons. Journal
of Computer and System Sciences, 49(2):375–390, 1994.
[28]
Ian Parberry. Some practical simulations of impractical parallel computers. In Proceedings
of the 1984 International Workshop on Parallel Computing and VLSI, pages 27–37. North
Holland, 1985.
[29]
Ian Parberry. On recurrent and recursive interconnection patterns. Information Processing
Letters, 22(6):285–289, 1986.
[30]
Ian Parberry. Parallel speedup of sequential machines: A defense of the parallel
computation thesis. SIGACT News, 18(1):54–67, 1986.
[31]
Ian Parberry. An improved simulation of space and reversal bounded deterministic turing
machines by width and depth bounded uniform circuits. Information Processing Letters,
24(6):363–367, 1987.
[32]
Ian Parberry. Parallel Complexity Theory. Research Notes in Theoretical Computer
Science. Pitman Press, 1987.
[33]
Ian Parberry. Some practical simulations of impractical parallel computers. Parallel
Computing, 4(1):93–101, 1987.
[34]
Ian Parberry. A computer assisted optimal depth lower bound for nine-input sorting
networks. In Proceedings of Supercomputing ’89, pages 152–161, 1989.
[35]
Ian Parberry. A note on nondeterminism in small, fast parallel computers. IEEE
Transactions on Computers, 38(5):766–767, 1989.
[36]
Ian Parberry. An optimal time bound for oblivious routing. Algorithmica, 5(2):243–251,
1990.
[37]
Ian Parberry. A primer on the complexity theory of neural networks. In R. B. Banerji,
editor, Formal Techniques in Artificial Intelligence: A Sourcebook, volume 6 of Studies in
Computer Science and Artificial Intelligence, pages 217–268. Elsevier, 1990.
[38]
Ian Parberry. Single-exception sorting networks and the computational complexity of
optimal sorting network verification. Mathematical Systems Theory, 23:81–93, 1990.
[39]
Ian Parberry. A computer assisted optimal depth lower bound for nine-input sorting
networks. Mathematical Systems Theory, 24:101–116, 1991.
[40]
Ian Parberry. On the computational complexity of optimal sorting network verification.
In Proceedings of The Conference on Parallel Architectures and Languages Europe,
Springer-Verlag Lecture Notes in Computer Science, volume 506, pages 252–269, 1991.
[41]
Ian Parberry. On the complexity of learning with a small number of nodes. In Proceedings
of the 1992 International Joint Conference on Neural Networks, volume 3, pages 893–898,
1992.
[42]
Ian Parberry. The pairwise sorting network. Parallel Processing Letters, 2(2,3):205–211,
1992.
[43]
Ian Parberry. Circuit Complexity and Neural Networks. MIT Press, 1994.
[44]
Ian Parberry. The internet and the aspiring games programmer. In James Ford, Fillia
Makedon, and Samuel Rebelsky, editors, Proceedings of DAGS 95: Electronic Publishing and
the Information Superhighway, pages 155–159. Birkhauser, 1995.
[45]
Ian Parberry. Load sharing with parallel priority queues. Journal of Computer and System
Sciences, 50(1):64–73, 1995.
[46]
Ian Parberry. Problems on Algorithms. Prentice Hall, 1995.
[47]
Ian Parberry. A real-time algorithm for the (n
2
-1)-puzzle. Information Processing Letters,
56:23–28, 1995.
[48]
Ian Parberry. Structural Complexity and Discrete Neural Networks, pages 945–948. MIT
Press, 1995.
[49]
Ian Parberry. Circuit complexity and feedforward neural networks. In Paul Smolensky,
Michael Mozer, and David Rumelhart, editors, Mathematical Perspectives on Neural Networks,
pages 85–111. Lawrence Erlbaum Associates, 1996.
[50]
Ian Parberry. Scalability of a neural network for the knight’s tour problem.
Neurocomputing, 12:19–34, 1996.
[51]
Ian Parberry. An efficient algorithm for the knight’s tour problem. Discrete Applied
Mathematics, 73:251–260, 1997.
[52]
Ian Parberry. Knowledge, understanding, and computational complexity. In W.R. Elsberry
D.S. Levine, editor, Optimality in Biological and Artificial Networks?, chapter 8, pages
125–144. Lawrence Erlbaum Associates, 1997.
[53]
Ian Parberry. Learn Computer Game Programming with DirectX 7.0. Wordware, 2000.
[54]
Ian Parberry. Introduction to Computer Game Programming with DirectX 8.0. Wordware,
2001.
[55]
Ian Parberry. Game development in computer science education: From outcast to
mainstream. Journal of Game Development, 2(2):5–6, 2007.
[56]
Ian Parberry. Challenges and opportunities in the design of game programming classes
for a traditional computer science curriculum. Journal of Game Design and Development
Education, 1:1–17, 2011.
[57]
Ian Parberry. Introduction to Game Physics with Box2D. A.K. Peters, 2013.
[58]
Ian Parberry. Adventures in ASCII art. Leonardo, 47(3):263–264, 2014.
[59]
Ian Parberry. Amortized noise. Journal of Computer Graphics Techniques, 3(2):31–47,
2014.
[60]
Ian Parberry. Designer worlds: Procedural generation of infinite terrain from real-world
elevation data. Journal of Computer Graphics Techniques, 3(1):74–85, 2014.
[61]
Ian Parberry. Modeling real-world terrain with exponentially distributed noise. Journal of
Computer Graphics Techniques, 2015.
[62]
Ian Parberry. A memory-efficient method for fast computation of short 15-puzzle solutions.
IEEE Transactions on Computational Intelligence and AI in Games, To Appear.
[63]
Ian Parberry, Max B. Kazemzadeh, and Timothy Roden. The art and science of game
programming. In SIGCSE ’06: Proceedings of the 37th SIGCSE Technical Symposium on
Computer Science Education, pages 510–514, New York, NY, USA, 2006. ACM.
[64]
Ian Parberry, Jeremy R. Nunn, Joseph Scheinberg, Erik Carson, and Jason Cole. SAGE:
A simple academic game engine. In Proceedings of the Second Annual Microsoft Academic
Days on Game Development in Computer Science Education, pages 90–94, 2007.
[65]
Ian Parberry, Timothy Roden, and Max B. Kazemzadeh. Experience with an
industry-driven capstone course on game programming. In SIGCSE ’05: Proceedings of the
36th SIGCSE Technical Symposium on Computer Science Education, pages 91–95, New York,
NY, USA, 2005. ACM.
[66]
Ian Parberry and Georg Schnitger. Parallel computation with threshold functions. In
Proceedings of the Structure in Complexity Theory Conference, Springer-Verlag Lecture Notes
in Computer Science, volume 223, pages 272–290, 1986.
[67]
Ian Parberry and Georg Schnitger. Relating Boltzmann machines to conventional models
of computation. In Proceedings of the Second International Symposium on Methodologies for
Intelligent Systems, pages 347–354, 1987.
[68]
Ian Parberry and Georg Schnitger. Parallel computation with threshold functions. Journal
of Computer and System Sciences, 36(3):278–302, 1988.
[69]
Ian Parberry and Georg Schnitger. Relating Boltzmann machines to conventional models
of computation. Neural Networks, 2(1):59–67, 1989.
[70]
Bruce Parker and Ian Parberry. Constructing sorting networks from k-sorters. Information
Processing Letters, 33(3):157–162, 1989.
[71]
Timothy Roden and Ian Parberry. From artistry to automation: A structured methodology
for procedural content creation. In Proceedings of the 3rd International Conference on
Entertainment Computing, pages 151–156, 2004.
[72]
Timothy Roden and Ian Parberry. Portholes and planes: Faster dynamic evaluation of
potentially visible sets. In Proceedings of the International Workshop in Game Design and
Technology, 2004.
[73]
Timothy Roden and Ian Parberry. Clouds and stars: Efficient real-time procedural
sky rendering using 3D hardware. In Proceedings of the 2005 ACM SIGCHI International
Conference on Advances in Computer Entertainment Technology, pages 434–437, 2005.
[74]
Timothy Roden and Ian Parberry. Portholes and planes: Faster dynamic evaluation of
potentially visible sets. ACM Computers in Entertainment, 3(2), 2005.
[75]
Timothy Roden and Ian Parberry. Procedural level generation. In Game Programming
Gems 5, pages 579–588. Charles River Media, 2005.
[76]
Timothy Roden, Ian Parberry, and David Ducrest. Toward mobile entertainment: A
paradigm for narrative-based audio only games. In Proceedings of the 2005 ACM SIGCHI
International Conference on Advances in Computer Entertainment Technology, pages 274–277,
2005.
[77]
Timothy Roden, Ian Parberry, and David Ducrest. Toward mobile entertainment:
A paradigm for narrative-based audio only games. Science of Computer Programming,
67(1):76–90, 2007.
[78]
Mary Sheeran and Ian Parberry. A new approach to the design of optimal parallel prefix
circuits. Technical Report 2006:1, Department of Computer Science and Engineering, Chalmers
University of Technology, Göteborg, Sweden, 2006.
[79]
Jon Sorenson and Ian Parberry. Two fast parallel prime number sieves. Information and
Computation, 114(1):115–130, 1994.
[80]
Joshua Taylor and Ian Parberry. Procedural generation of Sokoban levels. In Proceedings
of the 6th International North American Conference on Intelligent Games and Simulation,
pages 5–12. EUROSIS, 2011.
[81]
Joshua Taylor, Thomas D. Parsons, and Ian Parberry. Comparing player attention on
procedurally generated vs. hand crafted Sokoban levels with an auditory Stroop test. In
Proceedings of the 2015 Conference on the Foundations of Digital Games, 2015.
[82]
Hung-Li Tseng and Ian Parberry. Are hopfield networks faster than conventional
computers? In Proceedings of the 9th Conference on Neural Information Systems - Natural
and Synthetic, pages 239–245, 1996.
[83]
Pei Yuan Yan and Ian Parberry. Improved upper and lower time bounds for parallel
random access machines without simultaneous writes. SIAM Journal on Computing,
20(1):88–99, 1991.
[84]
Pei Yuan Yan and Ian Parberry. Exponential size lower bounds for some depth three
circuits. Information and Computation, 112(1):117–130, 1994.
[85]
Mary Yingst, Jennifer R. Alford, and Ian Parberry. Very fast real-time ocean wave foam
rendering using halftoning. In Proceedings of the 6th International North American Conference
on Intelligent Games and Simulation, pages 27–34. EUROSIS, 2011.