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05387nam a22005655i 4500 |
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|a 9783642169588
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|a 10.1007/978-3-642-16958-8
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|a 006.6
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|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.
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|a Berlin, Heidelberg :
|b Springer Berlin Heidelberg,
|c 2010.
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|a XII, 436 p. 210 illus.
|b online resource.
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|a text
|b txt
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|a Lecture Notes in Computer Science,
|x 0302-9743 ;
|v 6459
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|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.
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|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.
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|a Computer science.
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|a Computer programming.
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|a Artificial intelligence.
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|a Computer graphics.
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|a Computer engineering.
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|a Computer Science.
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|a Computer Graphics.
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|a Programming Techniques.
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|a Computer Engineering.
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|a Computer Imaging, Vision, Pattern Recognition and Graphics.
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|a Information Systems Applications (incl. Internet).
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|a Artificial Intelligence (incl. Robotics).
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|a Boulic, Ronan.
|e editor.
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|a Chrysanthou, Yiorgos.
|e editor.
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|a Komura, Taku.
|e editor.
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|a SpringerLink (Online service)
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|t Springer eBooks
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|i Printed edition:
|z 9783642169571
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|a Lecture Notes in Computer Science,
|x 0302-9743 ;
|v 6459
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|u http://dx.doi.org/10.1007/978-3-642-16958-8
|z Full Text via HEAL-Link
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|a ZDB-2-SCS
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|a ZDB-2-LNC
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|a Computer Science (Springer-11645)
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