Motion in Games [recurso electrónico] : Third International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010. Proceedings / edited by Ronan Boulic, Yiorgos Chrysanthou, Taku Komura.

Por: Boulic, Ronan [editor.]Colaborador(es): Chrysanthou, Yiorgos [editor.] | Komura, Taku [editor.] | SpringerLink (Online service)Tipo de material: TextoTextoSeries Lecture Notes in Computer Science ; 6459Editor: Berlin, Heidelberg : Springer Berlin Heidelberg, 2010Descripción: XII, 436p. 210 illus. online resourceTipo de contenido: text Tipo de medio: computer Tipo de portador: online resourceISBN: 9783642169588Tema(s): Computer science | Computer software | Information systems | Artificial intelligence | Computer simulation | Computer vision | Computer Science | Computer Imaging, Vision, Pattern Recognition and Graphics | Information Systems Applications (incl.Internet) | Artificial Intelligence (incl. Robotics) | User Interfaces and Human Computer Interaction | Simulation and Modeling | Algorithm Analysis and Problem ComplexityFormatos físicos adicionales: Printed edition:: Sin títuloClasificación CDD: 006.6 Clasificación LoC:T385TA1637-1638TK7882.P3Recursos en línea: Libro electrónicoTexto
Contenidos:
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 -- Planning and 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.
En: Springer eBooksResumen: Following the very successful Motion in Games events in 2008 and 2009, we organized the Third International Conference on Motion in Games from 14–16 November 2010, in Utrecht, The Netherlands. Games have become a very important medium for both education and - tertainment. Motion plays a crucial role in computer games. Characters move around, objects are manipulated or move due to physical constraints, entities are animated, and the camera moves through the scene. Even the motion of the player nowadays is used as input to games. Motion is currently studied in many di?erent areas of research, including graphics and animation, game technology, robotics, simulation, computer vision, and also physics, psychology, and urban studies. Cross-fertilizationbetween these communities can considerably advance the state of the artin this area. The goalof the Motionin Games conferencewas to bring together researchersfrom these various ?elds to presentthe most recent results and to initiate collaboration. The conference was organizedby the Dutch research project GATE. The conference consisted of a regular paper session, a postersession,aswellaspresentationsby aselectionofinternationallyrenowned speakers in the ?eld of games and simulations. November 2010 Ronan Boulic Yiorgos Chrysanthou Taku Komura Roland Geraerts Arjan Egges Mark Overmars Organization ProgramChairs Ronan Boulic VRLab, EPFL, Lausanne, Switzerland Yiorgos Chrysanthou University of Cyprus, Nicosia, Cyprus Taku Komura Edinburgh University, UK LocalChairs Roland Geraerts Games and Virtual Worlds group, Utrecht University, NL Arjan Egges Games and Virtual Worlds group, Utrecht University, NL Mark Overmars Games and Virtual Worlds group, Utrecht University, NL ProgramCommittee Allbeck, Jan M.
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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 -- Planning and 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.

Following the very successful Motion in Games events in 2008 and 2009, we organized the Third International Conference on Motion in Games from 14–16 November 2010, in Utrecht, The Netherlands. Games have become a very important medium for both education and - tertainment. Motion plays a crucial role in computer games. Characters move around, objects are manipulated or move due to physical constraints, entities are animated, and the camera moves through the scene. Even the motion of the player nowadays is used as input to games. Motion is currently studied in many di?erent areas of research, including graphics and animation, game technology, robotics, simulation, computer vision, and also physics, psychology, and urban studies. Cross-fertilizationbetween these communities can considerably advance the state of the artin this area. The goalof the Motionin Games conferencewas to bring together researchersfrom these various ?elds to presentthe most recent results and to initiate collaboration. The conference was organizedby the Dutch research project GATE. The conference consisted of a regular paper session, a postersession,aswellaspresentationsby aselectionofinternationallyrenowned speakers in the ?eld of games and simulations. November 2010 Ronan Boulic Yiorgos Chrysanthou Taku Komura Roland Geraerts Arjan Egges Mark Overmars Organization ProgramChairs Ronan Boulic VRLab, EPFL, Lausanne, Switzerland Yiorgos Chrysanthou University of Cyprus, Nicosia, Cyprus Taku Komura Edinburgh University, UK LocalChairs Roland Geraerts Games and Virtual Worlds group, Utrecht University, NL Arjan Egges Games and Virtual Worlds group, Utrecht University, NL Mark Overmars Games and Virtual Worlds group, Utrecht University, NL ProgramCommittee Allbeck, Jan M.

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