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  Faculty Profile  Faculty ProfileLast Modified Time: 04:25:19 PM Tue, 25 Mar 2014 
Prof. Ian  Parberry
 Contact Information
Prof. Ian Parberry
Professor-Computer Science and Engineering
 
Office LocationDiscovery Park, Room No.: F209 
Email  ian@unt.edu    Contact Number 940-565-2845    Ian Parberry Ian Parberry's UNT Home Page   Laboratory for Recreational Computing Laboratory for Recreational Computing   About MeAbout Me   
Graduate Faculty Membership Status: Full Membership -Permanent   
toggle toggle Professional Preparation
 DegreeMajor/Thesis/DissertationInstitutionYear
 Ph.D.Computer ScienceUniversity of Warwick1984
 BSc (First Class Hons)Computer Science and MathematicsUniversity of Queensland1981
 BScComputer Science and MathematicsUniversity of Queensland1980
toggle toggle Courses Taught By Semester --- Organized Classes will be uploaded from THECB Data file
SemesterSubjectCourse NumberSectionCourse NameCalculated Semester Credit HoursSyllabus 
Spring 2014CSCE4220001Game Programming II Download Syllabus
Spring 2014CSCE4250001Topics in Game Development Download Syllabus
Fall 2013CSCE4210001Game Programming I Download Syllabus
Fall 2013CSCE4215001Programming Math and Physics for Games Download Syllabus
Spring 2013CSCE4220001Game Programming II Download Syllabus
Spring 2013CSCE4250001Topics in Game Development Download Syllabus
Fall 2012CSCE4210001Game Programming I Download Syllabus
Fall 2012CSCE4215001Programming Math and Physics for Games Download Syllabus
Spring 2012CSCE2100001Computing Foundations I Download Syllabus
Spring 2012CSCE4220001Game Programming II Download Syllabus
Fall 2011CSCE4210001Game Programming I Download Syllabus
Fall 2011CSCE4215001Programming Math and Physics for Games Download Syllabus
Fall 2011CSCE5250001Introduction to Game Programming  
Spring 2011CSCE4220001Game Programming II Download Syllabus
Fall 2010CSCE4210001Game Programming I Download Syllabus
Fall 2010CSCE5250001Introduction to Game Programming24 
Spring 2010CSCE4220001Game Programming II69 
Spring 2010CSCE4250001Topics in Game Development42 
Spring 2010CSCE52600013D Game Programming9 
Spring 2010CSCE5933001Topics in Computer Science and Engineering15 
Fall 2009CSCE4210001Game Programming I96 
Fall 2009CSCE5250001Introduction to Game Programming15 
toggle toggle Research and Expertise
Game Development
 
Research by Subject >
Current console and PC games require a large amount of content, including maps, models, images, layouts, and design. This means that game companies need large teams of artists and designers to fully take advantage of available technology. Game developers would like to generate this content automatically, a process known as procedural content generation. Research in this field must balance three requirements, speed, quality, and controllability. Speed: content must be generated in real-time using current computer hardware.  Quality: content must be compelling, interesting, and varied, containing both elements of structure and randomness.  Controllability: content must be created according to parameters that can be set by nontechnical staff such as designers and artists in a natural and appealing way.

toggle toggle Appointments
Duration (YYYY - YYYY or Present)RankDepartment / SchoolCollege / OfficeUniversity / Company
2002-presentProfessorDept. of Computer Science & EngineeringCollege of EngineeringUniversity of North Texas
2009-2011Interim ChairDept. of Computer Science & EngineeringCollege of EngineeringUniversity of North Texas
1995-2002ProfessorDept. of Computer SciencesCollege of Arts and SciencesUniversity of North Texas
1990-1995Associate ProfessorDept. of Computer SciencesCollege of Arts and SciencesUniversity of North Texas
1984-1990Assistant ProfessorDept. of Computer ScienceCollege of SciencePenn State University
toggle toggle Faculty Workload
Duration (YYYY - YYYY)Percentage TeachingPercentage ResearchPercentage Service
2013-2014404020
2012-2013404020
2011-2012404020
toggle toggle Publications
  Type  Publications per page   2 3 4 5 6 7 8 9 10 Next>> 15>> 
  YearPublication  Type
2014
Published
"Designer Worlds: Procedural Generation of Infinite Terrain from Real-World Elevation Data", Journal of Computer Graphics Techniques, Vol. 3, No. 1, pp. 74-85, 2014.
I. Parberry
 
Refereed(Peer reviewed) Journals
2014
Accepted/In-press
"Amortized Noise". To appear in Journal of Computer Graphics Techniques.
I. Parberry
 
Refereed(Peer reviewed) Journals
2013
Published
Introduction to Game Physics with Box2D
I. Parberry
CRC Press
Book
2013
Accepted/In-press
"Adventures in ASCII Art", to appear in Leonardo, International Society for the Arts, Sciences and Technology.
I. Parberry
MIT Press
Refereed(Peer reviewed) Journals
2012
Published
"Emergent Economies for Role Playing Games", International Journal of Intelligent Games and Simulation, Vol. 7. No. 1, pp. 35-47, 2012.
J. Doran and I. Parberry
 
Refereed(Peer reviewed) Journals
toggle toggle Conference Publications
  Type  Conference Publications per page   1  2 3 
  YearPublication  TypeAcceptance Rate
2013
Published
"Real-time Rendering of Melting Objects in Video Games", Proceedings of the 18th International Conference on Computer Games, pp. 154-158, Louisville, Kentucky, USA.
Dhanyu Amarasinghe
IEEE Press
Refereed 
2013
Published
"Real-time Rendering of Burning Solid Objects in Video Games", Proceedings of the 18th International Conference on Computer Games, pp. 139-143, Louisville, Kentucky, USA
D. Amarasinghe and I. Parberry
IEEE Press
Refereed 
2011
Published
 "Procedural Generation of Sokoban Levels", Proceedings of the 6th International North American Conference on Intelligent Games and Simulation (GAMEON-NA), pp. 5-12 (More Information)
Joshua Taylor and Ian Parberry
EUROSIS
Refereed 
2011
Published
"A Prototype Quest Generator Based on a Structural Analysis of Quests from Four MMORPGs", Proceedings of the Second International Workshop on Procedural Content Generation in Games, pp. 1-8, Bordeaux, France, 2011. (More Information)
Jonathan Doran and Ian Parberry
ACM Press
Refereed 
2011
Published
"Towards Fast, Believable Real-time Rendering of Burning Objects in Video Games", Proceedings of the 6th International Conference on the Foundations of Digital Games, pp. 256-258,  Bordeaux, France, 2011. (More Information)
Dhanyu Amarasinghe and Ian Parberry
ACM Press
Refereed 
toggle toggle Editorships
Duration (YYYY - YYYY or Present)OrganizationPositionClassification
2010-present EditorJournal of Computer Game Design and Development
2009-presentIFIPAssociate EditorEntertainment Computing
2009-presentIEEEAssociate EditorIEEE Transactions on Computational Intelligence and AI in Games
1989-present Associate EditorJournal of Computer & System Sciences
2007-2007 Guest EditorJournal of Game Development Special Issue on the Microsoft Academic Days Conference on Enhancing Computer Science with Gaming Concepts and Technologies
1991-2002ACM SIGACTEditorSIGACT News
1990-1998 EditorInformation & Computation
toggle toggle Lectures/Symposia
YearTitleRoleOrganization
2013Real-time Rendering of Burning Solid Objects in Video GamesPresenter18th International Conference on Computer Games, Louisville, KY
2013Real-time Rendering of Melting Objects in Video GamesPresenter18th International Conference on Computer Games, Louisville, KY
2013``What Does the Art and Science of Video Game Development Bring to Computer Science Education?'',PresenterDept. of Computer Science, Lamar University
2013"Three Topics in Procedural Content Generation"PresenterDept. of Computer Science, Lamar University
2012"What Does Computer Science Bring to the Art and Science of Video Game Development?"PresenterSid Meier's Game Design Boot Camp, University of Michigan
2011What Does the Art and Science of Video Game Development Bring to Computer Science Education and Research?ColloquiumDept. of Computer Science, Baylor University
2011A Prototype Quest Generator Based on a Structural Analysis of Quests from Four MMORPGsPresenterSecond International Workshop on Procedural Content Generation in Games, Bordeaux, France.
2011"What Does the Art and Science of Procedural Content Generation Bring to Game Design? (And Vice-Versa)"Invited PresentationPanel Session "Should Procedural Content Generation Change Game Design or Game Design Change Procedural Content Generation?" at the Second International Workshop on Procedural Content Generation in Games, Bordeaux, France.
2011"Fast, Believable Real-time Rendering of Burning Low-Polygon Objects in Video Games"Presenter6th Annual North American Conference on AI and Simulation in Games (GAMEON-NA), Troy, NY
2011"Procedural Generation of Sokoban Levels"Presenter6th Annual North American Conference on AI and Simulation in Games (GAMEON-NA), Troy, NY
2010UNT LARC: Research and Education in Game ProgrammingInvited TalkNational Gaming Day 2010
2010Audio GamesInvited TalkGames Accessibility Day, 6th Annual Games for Health Conference, Boston, MA
2009Education and Research in Game Programming at UNT's Laboratory for Recreational ComputingInvited TalkIEEE MetroCon 2009
2008"Research and Education in Game Development at UNT LARC"ColloquiumDept. of Computer Science, University of Houston, Houston, TX
2007"Two Topics in Game Development"ColloquiumDept. of Information Technology, Rochester Institiute of Technology, Rochester, NY
2007"SAGE: A Simple Academic Game Engine"PresenterSecond Annual Microsoft Academic Days on Game Development in Computer Science Education
2006"Three Research Topics in Entertainment Computing"ColloquiumDept. of Computer Science, Purdue Univ., West Lafayette, IN
2006"Experience With an Industry-Driven Capstone Course on Game Programming"ColloquiumDept. of Computer Science, Purdue Univ., West Lafayette, IN
2006"SAGE: A Simple Academic Game Engine"Invited TalkMicrosoft Academic Days Conference on Enhancing Computer Science with Gaming Concepts and Technologies, Cozumel, Mexico
2006"SAGE: A Simple Academic Game Engine"Invited TalkMicrosoft Research Asia Theme Workshop, Beijing, China
2006"The Art and Science of Game Programming"Presenter2006 ACM Technical Symposium on Computer Science Education, Houston, TX
2006"The Art and Science of Game Programming"ColloquiumDept. of Computer Science, University of North Carolina at Charlotte, Charlotte, NC
2006"SAGE: A Simple Academic Game Engine"ColloquiumDept. of Computer Science, University of Louisiana at Lafayette, Lafayette, Louisiana
2005"Experience With an Industry-Driven Capstone Course on Game Programming"Invited TalkACET
2005"Three Research Topics in Entertainment Computing",ColloquiumDept. of Computer Science, Univ. of Arizona, Tucson, AZ
2005"Experience With an Industry-Driven Capstone Course on Game Programming"Invited TalkMicrosoft Faculty Summit
2005"Experience With an Industry-Driven Capstone Course on Game Programming",ColloquiumDept. of Computer Science, Univ. of Arizona, Tucson, AZ
2005"The Joy of Math for Game Programmers"ColloquiumCollege of Information and Mathematical Sciences, Clayton College and State University, Atlanta, GA
2005"Three Research Topics in Entertainment Computing"ColloquiumDept. of Computer Science, University of Denver, Denver CO
2005"Experience With an Industry-Driven Capstone Course on Game Programming"Presenter2005 ACM Technical Symposium on Computer Science Education, St. Louis, MO
2005"Experience With an Industry-Driven Capstone Course on Game Programming"Invited TalkMicrosoft TechEd
2005"Experience With an Industry-Driven Capstone Course on Game Programming"Invited TalkCollege of Information and Mathematical Sciences, Clayton College and State University, Atlanta, GA, April 2005
2004"3D Math Boot Camp: Part 4"Invited TalkDallas Chapter of the International Game Developer's Association
2004"3D Math Boot Camp: Part 3"Invited TalkDallas Chapter of the International Game Developer's Association
2004"Research and Education in Game Programming"ColloquiumFort Worth Chapter of the IEEE
2003"3D Math Boot Camp: Part 2"Invited TalkDallas Chapter of the International Game Developer's Association
2003"3D Math Boot Camp: Part 1"Invited TalkDallas Chapter of the International Game Developer's Association
2000"Game Programming at the University of North Texas: 2000"Invited TalkThe Electronic Game Developers Society, University of Texas at Austin
2000"Algorithms for Touring Knights"ColloquiumDept. of Mathematics, Universite de Lausanne, Switzerland
toggle toggle News Articles
News About Ian Parberry and LARC
Read More...

toggle toggle External Funding
 Performance Period (YYYY - YYYY or Present)TitleSponsorFundingRoleStatus
2005-2009“Developing a Game Engine with Incremental Development”Microsoft Research$80,000Principal InvestigatorCompleted
2005-2009“Algorithm Explorer”,Microsoft Corpration$20,000Principal InvestigatorActive
toggle toggle Consulting Activities
 Performance Period (YYYY - YYYY or Present)*Company/OrganizationRoleFundingWork Performed
1997-2007InfoMover, IncOther Interface between programmers and managers
1997-2003Third Hemisphere InteractiveSenior PersonnelUS NavyDesign, implementation, and testing of control software.
2000-2001Lasso TechnologiesResearch Scientist Design, analysis, and test algorithms for the core technology of an internet barter site.
2012-2013Nerd KingdomOther Director of Computer Sciences
toggle toggle Teaching
CSCE 4210: Game Programming 1
 
CSCE 4210
Fall 2000, Fall 2001, Fall 2003, Fall 2004, Fall 2005, Fall 2006, Fall 2007, Fall 2008 , Fall 2009, Fall 2010, Fall 2011

CSCE 4215: Programming Math and Physics for Games
 
CSCE 4215
Fall 2011

CSCE 4220: Game Programming 2
 
CSCE 4220
Spring 2000, Spring 2002, Spring 2003, Spring 2004, Spring 2005, Spring 2006, Spring 2007, Spring 2008, Spring 2009, Spring 2010, Spring 2011

CSCE 4250: Topics in Game Development
 
CSCE 4250
Spring 2007, Spring 2008, Spring 2009, Spring 2010

CSCE 5250: Introduction to Game Programming
 
CSCE 5250
Fall 2008, Fall 2009 , Fall 2010

CSCE 5260: 3D Game Programming
 
CSCE 5260
Spring 2008, Spring 2009, Spring 2010, Spring 2011

CSCE 5933: Advanced Topics in Game Development
 
CSCE 5933
Spring 2007, Spring 2008, Spring 2009,Spring 2010

toggle toggle Mentoring/Advising
Duration (YYYY - YYYY or Present)Student NameClassificationTypeProject/Thesis/Dissertation
2013-PresentDaniel CavePhDGraduate ResearchIn Progress
2013-PresentCurtis ChambersPhDGraduate ResearchIn Progress
2013-PresentEric BengfortPhDGraduate ResearchIn Progress
2010-PresentTimothy McMahonPhDGraduate ResearchIn Progress
2009-PresentRahul DevarakondaMSGraduate Mentoring/AdvisingIn Progress
2009-PresentBrendan PriceMSGraduate Mentoring/AdvisingIn Progress
2008-PresentJoshua TaylorPhDGraduate ResearchIn Progress
2008-PresentVincent LiguoriPhDGraduate ResearchIn Progress
2007-PresentWill GarnerMSGraduate Mentoring/AdvisingIn Progress
2007-PresentFaisal RabbaniMSGraduate Mentoring/AdvisingIn Progress
2007-PresentJonathan DoranPhDGraduate ResearchIn Progress
2008-2013Dhanyu AmarasinghePhDGraduate Research"Real-time Rendering of Burning Objects in Video Games "
2008-2012Mary YingstMSGraduate ResearchSea Foam
2006-2012Erik CarsonMSGraduate Mentoring/Advising 
2002-2005Timothy RodenPhDGraduate Research"Procedural Content Creation and Technologies for 3D Graphics Applications"
toggle toggle Committees
Duration (YYYY - YYYY or Present)CommitteePositionClassification
2011-PresentEditorial Advisory BoardMemberFor the book "Algorithmic and Architectural Gaming Design: Implementation and Development"
2009-PresentBoardSecretarySociety for the Advancement of the Science of Digital Games
2011-2011Program CommitteeMemberSixth International Conference on the Foundations of Digital Games (FDG 2011)
2011-2011Program CommitteeMemberSecond International Workshop on Procedural Content Generation in Games (PCGames 2011)
2009-2011Executive CommitteeChairUNT Dept. of Computer Science & Engineering
2009-2010Program CommitteeMember5th International Conference on the Foundations of Digital Games
2008-2009Program CommitteeMember4th International Conference on Foundations of Digital Games
2008-2009Faculty CouncilChairUNT College of Engineering
2008-2009Personnel Affairs CommitteeMemberUNT Dept. of Computer Science & Engineering
2007-2009Steering CommitteeMemberMicrosoft Academic Days Conference on Enhancing Computer Science with Gaming Concepts and Technologies
2004-2009Personnel Affairs CommitteeMemberUNT Dept. of Computer Science & Engineering
2007-2008Personnel Affairs CommitteeChairUNT Dept. of Computer Science & Engineering
2007-2008Personnel Affairs CommitteeChairUNT Dept. of Computer Science & Engineering
2007-2008Personnel Affairs CommitteeChairUNT Dept. of Engineering Technology
2007-2008Personnel Affairs CommitteeMemberUNT Dept. of Materials Science & Engineering
2007-2008Program CommitteeMemberThird Annual Microsoft Academic Days Conference on Enhancing Computer Science with Gaming Concepts and Technologies
2006-2007Implementation Committee for the UNT Academic PlanMemberUniversity of North Texas
2006-2007Personnel Affairs CommitteeMemberUNT Dept. of Computer Science & Engineering
2006-2007Faculty Senate Charter/Bylaws CommitteeMemberUniversity of North Texas
2006-2007Faculty Senate Faculty Salary Study CommitteeMemberUniversity of North Texas
2006-2007International Programme CommitteeMemberGameOn Asia
2006-2007Program CommitteeChairSecond Annual Microsoft Academic Days Conference on Enhancing Computer Science with Gaming Concepts and Technologies
2006-2006Panel on Digital Gaming as a Vehicle for LearningMember2006 ACM Technical Symposium on Computer Science Education
2005-2006Program CommitteeMemberAAAI'06 Workshop on Computational Aesthetics: AI Approaches to Beauty and Happiness
2005-2006Program CommitteeMemberFuturePlay 2006: The International Academic Conference on the Future of Game Design and Technology
2004-2006Executive CommitteeMemberUNT Dept. of Computer Science & Engineering
2005-2005Birds-of-a-feather session on game programming educationChairMicrosoft TechEd 2005
2005-2005Senior Project Capstone Course Panel DiscussionMemberACET 2005, Fort Worth, TX
2004-2005Provost's Increasing Research Task ForceMemberUNT
2004-2005Faculty Senate Charter/Bylaws CommitteeMemberUNT
2004-2005Faculty Senate Faculty Salary Study CommitteeMemberUNT
2003-2005Faculty SenateMemberUNT
2001-2003Graduate CommitteeMemberUNT College of Arts and Sciences
1998-2003Personnel Affairs CommitteeMemberUNT Dept. of Computer Science & Engineering
1999-2002Distinguished Service Award CommitteeMemberACM SIGACT
1999-2002Executive CommitteeInformation DirectorACM SIGACT
1994-2002Electronic Publications BoardMemberACM SIGACT
1991-2002Executive CommitteeMemberACM SIGACT
2001-2001Research Funding PanelMemberNational Science Foundation
1995-2001Organizing CommitteePublicity ChairAnnual ACM Symposium on Theory of Computing
1999-2000Distinguished Service Award CommitteeChairACM SIGACT
toggle toggle Memberships
Duration (YYYY - YYYY or Present)OrganizationPositionClassification
2005-PresentACM SIGCSEMemberProfessional Society
2003-PresentInternational Game Developer's AssociationMemberProfessional Society
1980-PresentACMMemberProfessional Society
1980-PresentACM SIGACTMemberProfessional Society
toggle toggle Honors and Recognitions
YearTitleHonoring Organization
2010Top 50/500 Game Design Programs in North AmericaThe Princeton Review and GamePro
2009Most Valuable ProfessionalMicrosoft Corporation
2008Most Valuable ProfessionalMicrosoft Corporation
2007Most Valuable ProfessionalMicrosoft Corporation
2006Most Valuable ProfessionalMicrosoft Corporation
2005Most Valuable ProfessionalMicrosoft Corporation
2004Most Valuable ProfessionalMicrosoft Corporation
2004Honor ProfessorUNT SGA
1998Distinguished Service PrizeACM SIGACT
toggle toggle Citations
Ian Parberry at Google Scholar
Web Link
Ian Parberry's page at Google Scholar lists citations to his publications and his h-index and i10-index for his entire career and for the last 5 years. Graphs of yearly citation rate for individual publications and an aggregate graph of total yearly citations can also be found there.

toggle toggle Biographical Sketch
Ian Parberry

Ian Parberry is a Professor in the Department of Computer Science and Engineering at the University of North Texas. With over a quarter century experience in research and education, he is the author of six books and more than 60 articles on a wide range of computing subjects including algorithms, complexity theory, parallel computing, neural networks, and entertainment computing. Ian Parberry is a pioneer of game programming education who has been teaching game programming classes at the University of North Texas since 1993. One of the primary features of these classes is the opportunity for students in the computer science program to undertake collaborative interdisciplinary work with art students.

He is the author of three books on game programming. His most recent research includes work on procedural content generation. Ian Parberry directs the Laboratory for Recreational Computing (LARC) at UNT, a crucible in which 40 graduate and undergraduate students learn, practice, and conduct cutting-edge research in game development. In 2010 LARC was named in the top 50 out of 500 game design programs in North America by The Princeton Review and GamePro Magazine.


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