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E-book
Author MIG (Conference) (4th : 2011 : Edinburgh, Scotland)

Title Motion in games : 4th International Conference, MIG 2011, Edinburgh, UK, November 13-15, 2011, proceedings / Jan M. Allbeck, Petros Faloutsos (eds.)
Published Berlin ; New York : Springer, ©2011

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Description 1 online resource (xii, 460 pages) : illustrations
Series Lecture notes in computer science, 0302-9743 ; 7060
LNCS sublibrary. SL 6, Image processing, computer vision, pattern recognition and graphics
Lecture notes in computer science ; 7060.
LNCS sublibrary. SL 6, Image processing, computer vision, pattern recognition, and graphics.
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
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
Computer software
Computer simulation
Computer vision
Computer Imaging, Vision, Pattern Recognition and Graphics
Artificial Intelligence (incl. Robotics)
User Interfaces and Human Computer Interaction
Simulation and Modeling
Bibliography Includes bibliographical references and author index
Subject Video games -- Programming -- Congresses
Image processing -- Digital techniques -- Congresses
Computer vision -- Congresses
Informatique.
Video games -- Programming
Computer vision
Image processing -- Digital techniques
Genre/Form proceedings (reports)
Conference papers and proceedings
Conference papers and proceedings.
Actes de congrès.
Form Electronic book
Author Allbeck, Jan M.
Faloutsos, Petros, 1970-
ISBN 9783642250903
3642250904
3642250890
9783642250897