000 06048nam a22006615i 4500
001 978-3-642-16958-8
003 DE-He213
005 20240730181738.0
007 cr nn 008mamaa
008 101102s2010 gw | s |||| 0|eng d
020 _a9783642169588
_9978-3-642-16958-8
024 7 _a10.1007/978-3-642-16958-8
_2doi
050 4 _aT385
072 7 _aUML
_2bicssc
072 7 _aCOM012000
_2bisacsh
072 7 _aUML
_2thema
082 0 4 _a006.6
_223
245 1 0 _aMotion in Games
_h[electronic resource] :
_bThird International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010, Proceedings /
_cedited by Ronan Boulic, Yiorgos Chrysanthou, Taku Komura.
250 _a1st ed. 2010.
264 1 _aBerlin, Heidelberg :
_bSpringer Berlin Heidelberg :
_bImprint: Springer,
_c2010.
300 _aXII, 436 p. 210 illus.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aImage Processing, Computer Vision, Pattern Recognition, and Graphics,
_x3004-9954 ;
_v6459
505 0 _aBody 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 -- Planningand 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.
520 _aThis 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.
650 0 _aComputer graphics.
_94088
650 0 _aComputer programming.
_94169
650 0 _aComputer engineering.
_910164
650 0 _aComputer networks .
_931572
650 0 _aImage processing
_xDigital techniques.
_94145
650 0 _aComputer vision.
_9126024
650 0 _aApplication software.
_9126025
650 0 _aArtificial intelligence.
_93407
650 1 4 _aComputer Graphics.
_94088
650 2 4 _aProgramming Techniques.
_9126026
650 2 4 _aComputer Engineering and Networks.
_9126027
650 2 4 _aComputer Imaging, Vision, Pattern Recognition and Graphics.
_931569
650 2 4 _aComputer and Information Systems Applications.
_9126028
650 2 4 _aArtificial Intelligence.
_93407
700 1 _aBoulic, Ronan.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_9126029
700 1 _aChrysanthou, Yiorgos.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_9126030
700 1 _aKomura, Taku.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_9126031
710 2 _aSpringerLink (Online service)
_9126032
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783642169571
776 0 8 _iPrinted edition:
_z9783642169595
830 0 _aImage Processing, Computer Vision, Pattern Recognition, and Graphics,
_x3004-9954 ;
_v6459
_9126033
856 4 0 _uhttps://doi.org/10.1007/978-3-642-16958-8
912 _aZDB-2-SCS
912 _aZDB-2-SXCS
912 _aZDB-2-LNC
942 _cELN
999 _c91058
_d91058