Description |
1 online resource (xii, 460 pages) : illustrations |
Series |
Lecture notes in computer science, 0302-9743 ; 7060 |
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LNCS sublibrary. SL 6, Image processing, computer vision, pattern recognition and graphics |
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Lecture notes in computer science ; 7060.
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LNCS sublibrary. SL 6, Image processing, computer vision, pattern recognition, and graphics.
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Contents |
Machine generated contents note: Character Animation I -- Natural User Interface for Physics-Based Character Animation / Victor B. Zordan -- Individualized Agent Interactions / Elisabeth Andre -- Real-Time System for Crowd Rendering: Parallel LOD and Texture-Preserving Approach on GPU / Jie Tian -- Motion Synthesis I -- Feature-Based Locomotion with Inverse Branch Kinematics / Marcelo Kallmann -- Planning Plausible Human Animation with Environment-Aware Motion Sampling / Anthony Steed -- Physically-Based Character Motion -- Dynamic Balancing and Walking for Real-Time 3D Characters / Graham Morgan -- Injury Assessment for Physics-Based Characters / Arjan Egges -- Reactive Virtual Creatures for Dexterous Physical Interactions / Makoto Sato -- Character Animation II -- Building a Character Animation System / Ari Shapiro -- Energy-Based Pose Unfolding and Interpolation for 3D Articulated Characters / Taku Komura -- ̂ Generating Avoidance Motion Using Motion Graph / Naoki Masaoka -- Behavior Animation -- Populations with Purpose / Jan M. Allbeck -- Parameterizing Behavior Trees / Norman I. Badler -- Animation Systems -- Intelligent Camera Control Using Behavior Trees / Norman I. Badler -- Decision Theoretic Approach to Motion Saliency in Computer Animations / Tolga Capin -- Many-Core Architecture Oriented Parallel Algorithm Design for Computer Animation / Yong Cao -- Simulation of Natural Phenomena -- Twisting, Tearing and Flicking Effects in String Animations / Tomoyuki Nishita -- Adaptive Grid Refinement Using View-Dependent Octree for Grid-Based Smoke Simulation / Pizzanu Kanongchaiyos -- Simple Method for Real-Time Metal Shell Simulation / Yunxin Zheng -- Motion Synthesis II -- LocoTest: Deploying and Evaluating Physics-Based Locomotion on Multiple Simulation Platforms / KangKang Yin -- ̂ Parametric Control of Captured Mesh Sequences for Real-Time Animation / Adrian Hilton |
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Note continued: Real-Time Interactive Character Animation by Parallelization of Genetic Algorithms / Min Zou -- Crowd Simulation -- Improved Benchmarking for Steering Algorithms / Petros Faloutsos -- When a Couple Goes Together: Walk along Steering / Jakub Tomek -- Path Planning and Navigation I -- Parallel Ripple Search -- Scalable and Efficient Pathfinding for Multi-core Architectures / Rafael Bidarra -- Hybrid Path Planning for Massive Crowd Simulation on the GPU / Rik Van de Walle -- Space-Time Planning in Dynamic Environments with Unknown Evolution / Tsai-Yen Li -- Path Planning and Navigation II -- Automatic Generation of Suboptimal NavMeshes / Nuria Pelechano -- Roadmap-Based Level Clearing of Buildings / Nancy M. Amato -- Prom Geometry to Spatial Reasoning: Automatic Structuring of 3D Virtual Environments / Fabrice Lamarche -- Posters -- Reconstructing Motion Capture Data for Human Crowd Study / Julien Pettre -- Quantitative Methodology to Evaluate Motion-Based Animation Techniques / Venkat Devarajan -- Parallelized Incomplete Poisson Preconditioner in Cloth Simulation / Petros Faloutsos -- Walk This Way: A Lightweight, Data-Driven Walking Synthesis Algorithm / Dinesh Manocha -- Long Term Real Trajectory Reuse through Region Goal Satisfaction / Ronan Boulic -- Directional Constraint Enforcement for Fast Cloth Simulation / Marcelo Kallmann -- Comparison and Evaluation of Motion Indexing Techniques / Harnish Bhatia -- Detecting 3D Position and Orientation of a Wii Remote Using Webcams / Jacco Bikker |
Summary |
Annotation This book constitutes the proceedings of the 4th International Workshop on Motion in Games, held in Edinburgh, UK, in November 2011. The 30 revised full papers presented together with 8 revised poster papers in this volume were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on character animation, motion synthesis, physically-based character motion, behavior animation, animation systems, crowd simulation, as well as path planning and navigation |
Analysis |
Computer science |
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Computer software |
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Computer simulation |
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Computer vision |
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Computer Imaging, Vision, Pattern Recognition and Graphics |
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Artificial Intelligence (incl. Robotics) |
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User Interfaces and Human Computer Interaction |
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Simulation and Modeling |
Bibliography |
Includes bibliographical references and author index |
Subject |
Video games -- Programming -- Congresses
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Image processing -- Digital techniques -- Congresses
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Computer vision -- Congresses
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Informatique.
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Video games -- Programming
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Computer vision
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Image processing -- Digital techniques
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Genre/Form |
proceedings (reports)
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Conference papers and proceedings
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Conference papers and proceedings.
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Actes de congrès.
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Form |
Electronic book
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Author |
Allbeck, Jan M.
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Faloutsos, Petros, 1970-
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ISBN |
9783642250903 |
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3642250904 |
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3642250890 |
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9783642250897 |
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