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Motion in games : third international conference, MIG 2010, Utrecht, the Netherlands, November 14-16, 2010 : proceedings

Author: R Boulic; Yiorgos Chrysanthou; Taku Komura
Publisher: Berlin ; New York : Springer, 2010.
Series: Lecture notes in computer science, 6459.; LNCS sublibrary., SL 6,, Image processing, computer vision, pattern recognition, and graphics.
Edition/Format:   Print book : Conference publication : EnglishView all editions and formats
Summary:

This book constitutes the proceedings of the Second International Workshop on Motion in Games, held in Utrecht, The Netherlands, in November 2010.The 30 revised full papers presented together with 9  Read more...

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Genre/Form: Conference papers and proceedings
Kongress 2010
Kongress
Congresses
Material Type: Conference publication, Internet resource
Document Type: Book, Internet Resource
All Authors / Contributors: R Boulic; Yiorgos Chrysanthou; Taku Komura
ISBN: 9783642169571 3642169570
OCLC Number: 681481230
Description: xii, 436 pages : illustrations ; 24 cm.
Contents: Body Simulation.- Simulating Humans and Lower Animals.- Evaluating the Physical Realism of Character Animations Using Musculoskeletal Models.- Learning Movements.- Physically-Based Character Control in Low Dimensional Space.- Learning Crowd Steering Behaviors from Examples.- Body Control.- Full-Body Hybrid Motor Control for Reaching.- Pose Control in Dynamic Conditions.- Spatial Awareness in Full-Body Immersive Interactions: Where Do We Stand?.- Motion Planning.- Scalable Precomputed Search Trees.- Toward Simulating Realistic Pursuit-Evasion Using a Roadmap-Based Approach.- Path Planning for Groups Using Column Generation.- Physically-Based Character Control.- Skills-in-a-Box: Towards Abstract Models of Motor Skills.- Angular Momentum Control in Coordinated Behaviors.- Crowds and Formation.- Simulating Formations of Non-holonomic Systems with Control Limits along Curvilinear Coordinates.- Following a Large Unpredictable Group of Targets among Obstacles.- Geometry.- Real-Time Space-Time Blending with Improved User Control.- Motion Capture for a Natural Tree in the Wind.- Active Geometry for Game Characters.- Autonomous Characters.- CAROSA: A Tool for Authoring NPCs.- BehaveRT: A GPU-Based Library for Autonomous Characters.- Level of Detail AI for Virtual Characters in Games and Simulation.- Navigation.- Scalable and Robust Shepherding via Deformable Shapes.- Navigation Queries from Triangular Meshes.- Motion Synthesis.- Motion Parameterization with Inverse Blending.- Planning and Synthesizing Superhero Motions.- Perception.- Perception Based Real-Time Dynamic Adaptation of Human Motions.- Realistic Emotional Gaze and Head Behavior Generation Based on Arousal and Dominance Factors.- Why Is the Creation of a Virtual Signer Challenging Computer Animation?.- Real-Time Graphics.- Realtime Rendering of Realistic Fabric with Alternation of Deformed Anisotropy.- Responsive Action Generation by Physically-Based Motion Retrieval and Adaptation.- Visibility Transition Planning for Dynamic Camera Control.- Posters.- The Application of MPEG-4 Compliant Animation to a Modern Games Engine and Animation Framework.- Knowledge-Based Probability Maps for Covert Pathfinding.- Modification of Crowd Behaviour Modelling under Microscopic Level in Panic Situation.- Expressive Gait Synthesis Using PCA and Gaussian Modeling.- Autonomous Multi-agents in Flexible Flock Formation.- Real-Time Hair Simulation with Segment-Based Head Collision.- Subgraphs Generating Algorithm for Obtaining Set of Node-Disjoint Paths in Terrain-Based Mesh Graphs.- Path-Planning for RTS Games Based on Potential Fields.- Learning Human Action Sequence Style from Video for Transfer to 3D Game Characters.
Series Title: Lecture notes in computer science, 6459.; LNCS sublibrary., SL 6,, Image processing, computer vision, pattern recognition, and graphics.
Responsibility: Ronan Boulic, Yiorgos Chrysanthou, Taku Komura (eds.).
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