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
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.