KI-Beratung Beta

Produktbild: Motion in Games
Band 6459

Motion in Games Third International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010, Proceedings

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

04.11.2010

Abbildungen

XII, 436 p. 210 illus.

Herausgeber

Ronan Boulic + weitere

Verlag

Springer Berlin

Seitenzahl

436

Maße (L/B/H)

2,4/15,4/23,9 cm

Sprache

Englisch

ISBN

978-3-642-16957-1

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

04.11.2010

Abbildungen

XII, 436 p. 210 illus.

Herausgeber

Verlag

Springer Berlin

Seitenzahl

436

Maße (L/B/H)

2,4/15,4/23,9 cm

Sprache

Englisch

ISBN

978-3-642-16957-1

Herstelleradresse

Springer-Verlag GmbH
Heidelberger Platz 3
14197 Berlin
Deutschland
Email: sdc-bookservice@springer.com
Url: www.springer.com
Telephone: +49 30 827870
Fax: +49 30 8214091

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  • Produktbild: Motion in Games
  • 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.- 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.