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...
Συγγραφή απο Οργανισμό/Αρχή: | |
---|---|
Άλλοι συγγραφείς: | , , |
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 |
Πίνακας περιεχομένων:
- 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.