13466nam 22009015 450 99646570950331620200705170859.03-642-25090-410.1007/978-3-642-25090-3(CKB)3400000000024068(SSID)ssj0000610326(PQKBManifestationID)11334786(PQKBTitleCode)TC0000610326(PQKBWorkID)10623456(PQKB)11440000(DE-He213)978-3-642-25090-3(MiAaPQ)EBC6287574(MiAaPQ)EBC5591314(Au-PeEL)EBL5591314(OCoLC)1066190267(PPN)157513343(EXLCZ)99340000000002406820111107d2011 u| 0engurnn|008mamaatxtccrMotion in Games[electronic resource] 4th International Conference, MIG 2011, Edinburgh, United Kingdom, November 13-15, 2011, Proceedings /edited by Jan Allbeck, Petros Faloutsos1st ed. 2011.Berlin, Heidelberg :Springer Berlin Heidelberg :Imprint: Springer,2011.1 online resource (XII, 460 p. 202 illus., 174 illus. in color.) Image Processing, Computer Vision, Pattern Recognition, and Graphics ;7060Bibliographic Level Mode of Issuance: Monograph3-642-25089-0 Intro -- Title -- Preface -- Organization -- Table of Contents -- Character Animation I -- Natural User Interface for Physics-Based Character Animation -- Introduction -- Human-in-the-Loop Control -- Literal vs. Symbolic Mapping -- Kinematic and Dynamic Continuum -- Kinematic Control -- Dynamic Control -- Integrated KD Control -- Applications -- Performance Capture with Physical Interactions -- Natural User-Interface for Controlling Avatars -- Discussion -- References -- Individualized Agent Interactions -- Introduction and Motivation -- Related Work -- Individualizing Non-verbal Behavior -- Formation System -- Animation System -- Movement System -- Gazing System -- Customization Examples -- Personality Differences. -- Gender Differences. -- Evaluation Study -- Study Setup -- Results -- Conclusion -- References -- A Real-Time System for Crowd Rendering: Parallel LOD and Texture-Preserving Approach on GPU -- Introduction -- Related Works -- Mesh Simplification and LOD -- GPU Computing for Mesh Simplification -- Overview -- Preprocess -- Run-Time Rendering Pipeline -- Mesh Simplification by Perserving Texture Appearance -- Splitting Vertices According to Texture Coordinates -- Texture-Preserving Criteria -- Rendering Pipeline for Animated Characters -- LOD Selection -- Generating LODs by Reforming Triangles -- Deforming LODs -- Experiments and Results -- Implementation and Experiment -- Performance Evaluation -- Conclusion and Future Work -- References -- Motion Synthesis I -- Feature-Based Locomotion with Inverse Branch Kinematics -- Introduction -- Related Work -- Feature-Based Motion Graph -- Analyzing Feature-Based Graphs -- Improving Search among Obstacles with Channels -- IK-Based Motion Deformation -- Discussion and Conclusions -- References -- Planning Plausible Human Animation with Environment-Aware Motion Sampling -- Introduction.Related Work -- Overview -- Animation Control Using Explicit Constraints -- Collision Avoidance with Implicit Constraints -- Implementation and Results -- Conclusion -- References -- Physically-Based Character Motion -- Dynamic Balancing and Walking for Real-Time 3D Characters -- Introduction -- Background and Related Work -- General Approaches -- Inverted Pendulum -- Contribution of Paper -- Method -- Mechanics of IP -- Mechanics of Enhanced IP -- Calculations -- Managing Stairs and Slopes -- Controllable Motion -- Results -- Steering and Speed -- Robustness to Pushes -- Conclusions and Future Work -- References -- Injury Assessment for Physics-Based Characters -- Introduction -- Related Work -- Injury Assessment Model -- Overview -- Individual Injury Measures -- Combining Individual Measures -- Experimentation -- Trial Data -- User Study -- Results -- Conclusion, Discussion and Future Work -- Conclusion -- Discussion -- Future Work -- References -- Reactive Virtual Creatures for Dexterous Physical Interactions -- Introduction -- Related Works -- Approach and Proposal -- Realization -- Physical Simulator -- Physical Motion Controller -- Sensor Models -- Attention Model -- Character AI -- Evaluation -- Environment and Configuration of Virtual Creatures -- Experiments and Results -- Exhibition -- Discussion -- Conclusion -- References -- Character Animation II -- Building a Character Animation System -- Motivation -- Goals -- System Summary -- Problems with Generalization/Specialization Hierarchy -- Platforms -- Locomotion -- Path Finding -- Reaching and Grabbing -- Facial Animation and Speech Synthesis -- Modeling Eye Movements and Saccades -- Head Nods, Head Shakes, and Gazing -- Breathing -- BML Realizer -- Non-verbal Behavior -- Conclusion -- References -- Energy-Based Pose Unfolding and Interpolation for 3D Articulated Characters.Introduction -- Related Works -- Character Interaction -- Path-Planning Movements of Close Interactions -- Linkage Unfolding in Computational Geometry -- Unfolding the Body by Repulsive Energy -- Repulsive Energy -- Unfolding Folded Postures -- Interpolating Postures by the Repulsive Energy -- Methodology -- Experimental Results -- Discussions and Conclusion -- References -- Generating Avoidance Motion Using Motion Graph -- Introduction -- Related Work -- Overview -- Constructing a Motion Graph Including Avoidance Motions -- Evaluation of a Candidate Path -- Adjusting the Execution Speed -- Evaluation of a Candidate Path -- Methods Employed for Computational Efficiency -- Grid-Based Index for Candidate Paths -- GPU-Based Collision Detection for Culling -- Experiments -- Computational Time for Path Selection -- Evaluation of Avoidance Motions -- Conclusion -- References -- Behavior Animation -- Populations with Purpose -- Introduction -- Related Work -- Approach Overview -- Definition of Role -- Role Switching -- Implementation -- Action Types -- Action Filter -- Examples -- Discussion -- References -- Parameterizing Behavior Trees -- Introduction -- Parameterizing Subtrees -- The Agent Model -- Subtrees with Arguments -- Smart Events as Behavior Trees -- Example -- Topiary and ADAPT -- Conclusions -- References -- Animation Systems -- Intelligent Camera Control Using Behavior Trees -- Introduction -- Background -- Cinematography Principles -- Intelligent Camera Representation -- Implementation -- Smart Event Representation -- Results -- Conclusions -- References -- A Decision Theoretic Approach to Motion Saliency in Computer Animations -- Introduction -- Related Work -- Approach -- Pre-experiment -- Overview -- Individual Motion Saliency -- Global Attention Value -- Experiment -- Conclusion and Future Work -- References.Many-Core Architecture Oriented Parallel Algorithm Design for Computer Animation -- Introduction -- Parallel Computing on Many-Core Architecture -- Many-Core Architecture -- Algorithm Design Issues for Many-Core Architecture -- Problem Decomposition and Resource Utilization -- Load Balancing -- Algorithm Design Paradigm -- Future Development Directions -- Conclusion -- References -- Simulation of Natural Phenomena -- Twisting, Tearing and Flicking Effects in String Animations -- Introduction -- Related Work -- Chain Shape Matching (CSM) -- Twisting Effects -- Tearing and Flicking Effects -- Stress and Strain -- Strain Limiting -- Tension Estimation -- Tearing and Flicking a String -- Collision Handling -- Results -- Conclusion and Future Work -- References -- Adaptive Grid Refinement Using View-Dependent Octree for Grid-Based Smoke Simulation -- Introduction -- Related Work -- Proposed Method -- Octree Structure -- Measuring Fluid Variation -- View-Dependent Weighting Factor -- Adaptive Thresholds -- Refinement Conditions -- Smoke Simulation -- Results and Discussion -- Conclusion -- References -- A Simple Method for Real-Time Metal Shell Simulation -- Introduction -- Related Work -- Mesh Segmentation -- Collision Detection and Response -- Deformation Simulation -- Globalize the Deformation with Spring-Mass Model -- Result -- Conclusion -- References -- Motion Synthesis II -- LocoTest: Deploying and Evaluating Physics-Based Locomotion on Multiple Simulation Platforms -- Introduction -- Simulation Platforms Overview -- Character Control and Simulation Pipeline -- Implementation Details -- Simulation World -- Objects -- Joints -- Creating Objects and Joints -- Collision Detection and Processing -- Collision Filtering -- Collision Postprocessing -- Performance Evaluation and Comparison -- Conclusion -- References.Parametric Control of Captured Mesh Sequences for Real-Time Animation -- Introduction -- Related Work -- Performance Capture -- Shape Similarity Tree -- Mesh Sequence Alignment -- Mesh Sequence Parametrisation -- Real-Time Non-linear Mesh Sequence Blending -- High-Level Parametric Control -- Results -- Conclusions -- References -- Real-Time Interactive Character Animation by Parallelization of Genetic Algorithms -- Introduction -- Related Work -- Motion Clips Extraction -- Controller Construction -- Problem Formulation -- Approximation Accuracy -- Parallelization of Genetic Algorithms -- Experiments -- Discussion and Future Work -- References -- Crowd Simulation -- Improved Benchmarking for Steering Algorithms -- Introduction -- Experience with SteerBench -- Metrics for Evaluation -- Benchmarks for Evaluation -- Results -- Conclusion -- References -- When a Couple Goes Together: Walk along Steering -- Introduction -- General Architecture and Implemented Steering Behaviors -- Walk along Steering Behavior -- Advanced Walk along Behavior − The Give Way Parameter -- Advanced Walk along Behavior − The Wait for Partner Parameter -- Evaluation -- Method -- Results -- Discussion and Possible Improvements -- Conclusion -- References -- Path Planning and Navigation I -- Parallel Ripple Search - Scalable and Efficient Pathfinding for Multi-core Architectures -- Introduction and Previous Work -- Parallel Pathfinding Implementations -- PBS: Parallel Bidirectional Search -- DFS: Distributed Fringe Search -- PHS: Parallel Hierarchic Search -- Algorithm Evaluation and Comparison -- PRS: Parallel Ripple Search -- Algorithm -- Performance -- Conclusion and Future Work -- References -- Hybrid Path Planning for Massive Crowd Simulation on the GPU -- Introduction -- Related Work -- Overview of the Proposed System -- Constructing the Graph.Determining the Region of Interest.This book constitutes the proceedings of the 4th International Workshop on Motion in Games, held in Edinburgh, UK, in November 2011. The 30 revised full papers presented together with 8 revised poster papers in this volume were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on character animation, motion synthesis, physically-based character motion, behavior animation, animation systems, crowd simulation, as well as path planning and navigation.Image Processing, Computer Vision, Pattern Recognition, and Graphics ;7060Optical data processingApplication softwareArtificial intelligenceUser interfaces (Computer systems)Computer simulationAlgorithmsComputer Imaging, Vision, Pattern Recognition and Graphicshttps://scigraph.springernature.com/ontologies/product-market-codes/I22005Information Systems Applications (incl. Internet)https://scigraph.springernature.com/ontologies/product-market-codes/I18040Artificial Intelligencehttps://scigraph.springernature.com/ontologies/product-market-codes/I21000User Interfaces and Human Computer Interactionhttps://scigraph.springernature.com/ontologies/product-market-codes/I18067Simulation and Modelinghttps://scigraph.springernature.com/ontologies/product-market-codes/I19000Algorithm Analysis and Problem Complexityhttps://scigraph.springernature.com/ontologies/product-market-codes/I16021Optical data processing.Application software.Artificial intelligence.User interfaces (Computer systems).Computer simulation.Algorithms.Computer Imaging, Vision, Pattern Recognition and Graphics.Information Systems Applications (incl. Internet).Artificial Intelligence.User Interfaces and Human Computer Interaction.Simulation and Modeling.Algorithm Analysis and Problem Complexity.794.8Allbeck Janedthttp://id.loc.gov/vocabulary/relators/edtFaloutsos Petrosedthttp://id.loc.gov/vocabulary/relators/edtMIG (Conference)MiAaPQMiAaPQMiAaPQBOOK996465709503316Motion in Games773786UNISA