Motion in Games Third International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010. Proceedings /

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 revised poster papers in this volume were carefully reviewed and selected. The papers are organized...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Boulic, Ronan (Επιμελητής έκδοσης), Chrysanthou, Yiorgos (Επιμελητής έκδοσης), Komura, Taku (Επιμελητής έκδοσης)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Berlin, Heidelberg : Springer Berlin Heidelberg, 2010.
Σειρά:Lecture Notes in Computer Science, 6459
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
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245 1 0 |a Motion in Games  |h [electronic resource] :  |b Third International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010. Proceedings /  |c edited by Ronan Boulic, Yiorgos Chrysanthou, Taku Komura. 
264 1 |a Berlin, Heidelberg :  |b Springer Berlin Heidelberg,  |c 2010. 
300 |a XII, 436 p. 210 illus.  |b online resource. 
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490 1 |a Lecture Notes in Computer Science,  |x 0302-9743 ;  |v 6459 
505 0 |a 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. 
520 |a 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 revised poster papers in this volume were carefully reviewed and selected. The papers are organized in topical sections on body simulation, learning movements, body control, motion planning, physically-based character control, crowds and formation, geometry, autonomous characters, navigation, motion synthesis, perception, real-time graphics, and posters. 
650 0 |a Computer science. 
650 0 |a Computer programming. 
650 0 |a Artificial intelligence. 
650 0 |a Computer graphics. 
650 0 |a Computer engineering. 
650 1 4 |a Computer Science. 
650 2 4 |a Computer Graphics. 
650 2 4 |a Programming Techniques. 
650 2 4 |a Computer Engineering. 
650 2 4 |a Computer Imaging, Vision, Pattern Recognition and Graphics. 
650 2 4 |a Information Systems Applications (incl. Internet). 
650 2 4 |a Artificial Intelligence (incl. Robotics). 
700 1 |a Boulic, Ronan.  |e editor. 
700 1 |a Chrysanthou, Yiorgos.  |e editor. 
700 1 |a Komura, Taku.  |e editor. 
710 2 |a SpringerLink (Online service) 
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830 0 |a Lecture Notes in Computer Science,  |x 0302-9743 ;  |v 6459 
856 4 0 |u http://dx.doi.org/10.1007/978-3-642-16958-8  |z Full Text via HEAL-Link 
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