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_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. |
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300 |
_aXII, 436 p. 210 illus. _bonline resource. |
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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 |
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650 | 0 |
_aComputer programming. _94169 |
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650 | 0 |
_aComputer engineering. _910164 |
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650 | 0 |
_aComputer networks . _931572 |
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650 | 0 |
_aImage processing _xDigital techniques. _94145 |
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650 | 0 |
_aComputer vision. _9126024 |
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650 | 0 |
_aApplication software. _9126025 |
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650 | 0 |
_aArtificial intelligence. _93407 |
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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 |
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700 | 1 |
_aChrysanthou, Yiorgos. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _9126030 |
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700 | 1 |
_aKomura, Taku. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _9126031 |
|
710 | 2 |
_aSpringerLink (Online service) _9126032 |
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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 |
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