Motion in Games: Third International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010, Proceedings
This 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.
1139949661
Motion in Games: Third International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010, Proceedings
This 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.
54.99 In Stock
Motion in Games: Third International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010, Proceedings

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

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

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

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Overview

This 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.

Product Details

ISBN-13: 9783642169571
Publisher: Springer Berlin Heidelberg
Publication date: 12/23/2010
Series: Lecture Notes in Computer Science , #6459
Edition description: 2010
Pages: 436
Product dimensions: 0.00(w) x 0.00(h) x 0.04(d)

Table of Contents

Body Simulation

Simulating Humans and Lower Animals Demetri Terzopoulos 1

Evaluating the Physical Realism of Character Animations Using Musculoskeletal Models Thomas Geijtenbeek Antonie J. van den Bogert Ben J.H. van Basten Arjan Egges 11

Learning Movements

Physically-Based Character Control in Low Dimensional Space Hubert P.H. Shum Taku Komura Takaaki Shiratori Shu Takagi 23

Learning Crowd Steering Behaviors from Examples (Abstract) Panayiotis Charalambous Yiorgos Chrysanthou 35

Body Control

Full-Body Hybrid Motor Control for Reaching Wenjia Huang Mubbasir Kapadia Demetri Terzopoulos 36

Pose Control in Dynamic Conditions Brian F. Allen Michael Neff Petros Faloutsos 48

Spatial Awareness in Full-Body Immersive Interactions: Where Do We Stand? Ronan Boulic Damien Maupu Manuel Peinado Daniel Raunhardt 59

Motion Planning

Scalable Precomputed Search Trees Manfred Lau James Kuffner 70

Toward Simulating Realistic Pursuit-Evasion Using a Roadmap-Based Approach Samuel Rodriguez Jory Denny Takis Zourntos Nancy M. Amato 82

Path Planning for Groups Using Column Generation Marjan van den Akker Roland Geraerts Han Hoogeveen Corien Prins 94

Physically-Based Character Control

Skills-in-a-Box: Towards Abstract Models of Motor Skills Michiel van de Panne 106

Angular Momentum Control in Coordinated Behaviors Victor Zordan 109

Crowds and Formation

Simulating Formations of Non-holonomic Systems with Control Limits along Curvilinear Coordinates Athanasios Krontiris Sushil Louis Kostas E. Bekris 121

Following a Large Unpredictable Group of Targets among Obstacles Christopher Vo Jyh-Ming Lien 134

Geometry

Real-Time Space-Time Blending with Improved User Control Galina Pasko Denis Kravtsov Alexander Pasko 146

Motion Capture for a Natural Tree in the Wind Jie Long Cory Reimschussel Ontario Britton Anthony Hall Michael Jones 158

Active Geometry for Game Characters Damien Rohmer Stefanie Hahmann Marie-Paule Cani 170

Autonomous Characters

CAROSA: A Tool for Authoring NPCs Jan M. Allbeck 182

BehaveRT: A GPU-Based Library for Autonomous Characters Ugo Erra Bernardino Frola Vittorio Scarano 194

Level of Detail AI for Virtual Characters in Games and Simulation Michael Wiβner Felix Kistler Elisabeth André 206

Navigation

Scalable and Robust Shepherding via Deformable Shapes Joseph F. Harrison Christopher Vo Jyh-Ming Lien 218

Navigation Queries from Triangular Meshes Marcelo Kallmann 230

Motion Synthesis

Motion Parameterization with Inverse Blending Yazhou Huang Marcelo Kallmann 242

Planning and Synthesizing Superhero Motions Katsu Yamane Kwang Won Sok 254

Perception

Perception Based Real-Time Dynamic Adaptation of Human Motions Ludovic Hoyet Franck Multon Taku Komura Anatole Lecuyer 266

Realistic Emotional Gaze and Head Behavior Generation Based on Arousal and Dominance Factors Cagla Cig Zerrin Kasap Arjan Egges Nadia Magnenat-Thalmann 278

Why Is the Creation of a Virtual Signer Challenging Computer Animation? Nicolas Courty Sylvie Gibet 290

Real-Time Graphics

Realtime Rendering of Realistic Fabric with Alternation of Deformed Anisotropy Young-Min Kang 301

Responsive Action Generation by Physically-Based Motion Retrieval and Adaptation Xiubo Liang Ludovic Hoyet Weidong Geng Franck Multon 313

Visibility Transition Planning for Dynamic Camera Control (Abstract) Thomas Oskam Robert W. Sumner Nils Thuerey Markus Gross 325

Posters

The Application MPEG-4 Compliant Animation to a Modern Games Engine and Animation Framework Chris Carter Simon Cooper Abdennour El Rhalibi Madjid Merabti 326

Knowledge-Based Probability Maps for Covert Pathfinding Anja JohanSon Pierangelo Dell'Acqua 339

Modification of Crowd Behaviour Modelling under Microscopic Level in Panic Situation Hamizan Sharbini Abdullah Bade 351

Expressive Gait Synthesis Using PCA and Gaussian Modeling Joëlle Tilmanne Thierry Dutoit 363

Autonomous Multi-agents in Flexible Flock Formation Choon Sing Ho Quang Huy Nguyen Yew-Soon Ong Xianshun Chen 375

Real-Time Hair Simulation with Segment-Based Head Collision Eduardo Poyart Petros Faloutsos 386

Subgraphs Generating Algorithm for Obtaining Set of Node-Disjoint Paths in Terrain-Based Mesh Graphs Zbigniew Tarapata Stefan Wroclawski 398

Path-Planning for RTS Games Based on Potential Fields Renato Silveira Leonardo Fischer José Antônio Salini Ferreira Edson Prestes Lucianal Nedel 410

Learning Human Action Sequence Style from Video for Transfer to 3D Game Characters XiaoLong Chen Kaustubha Mendhurwar Sudhir Mudur Thiruvengadam Radhakrishnan Prabir Bhattacharya 422

Author Index 435

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