LEADER 06377nam 22008775 450 001 9910483453303321 005 20251226195918.0 010 $a3-642-16958-9 024 7 $a10.1007/978-3-642-16958-8 035 $a(CKB)2670000000056667 035 $a(SSID)ssj0000446645 035 $a(PQKBManifestationID)11318138 035 $a(PQKBTitleCode)TC0000446645 035 $a(PQKBWorkID)10497900 035 $a(PQKB)11249156 035 $a(DE-He213)978-3-642-16958-8 035 $a(MiAaPQ)EBC3066073 035 $a(PPN)149890354 035 $a(EXLCZ)992670000000056667 100 $a20101102d2010 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt 182 $cc 183 $acr 200 10$aMotion in Games $eThird International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010, Proceedings /$fedited by Ronan Boulic, Yiorgos Chrysanthou, Taku Komura 205 $a1st ed. 2010. 210 1$aBerlin, Heidelberg :$cSpringer Berlin Heidelberg :$cImprint: Springer,$d2010. 215 $a1 online resource (XII, 436 p. 210 illus.) 225 1 $aImage Processing, Computer Vision, Pattern Recognition, and Graphics,$x3004-9954 ;$v6459 300 $aBibliographic Level Mode of Issuance: Monograph 311 08$a3-642-16957-0 320 $aIncludes bibliographical references and index. 327 $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. 330 $aThis book constitutes the proceedings of the Second International Workshop on Motion in Games, held in Utrecht, The Netherlands, in November 2010. The 30 revised full papers presented together with 9 revised poster papers in this volume were carefully reviewed and selected. The papers are organized in topical sections on body simulation, learning movements, body control, motion planning, physically-based character control, crowds and formation, geometry, autonomous characters, navigation, motion synthesis, perception, real-time graphics, and posters. 410 0$aImage Processing, Computer Vision, Pattern Recognition, and Graphics,$x3004-9954 ;$v6459 606 $aComputer graphics 606 $aComputer programming 606 $aComputer engineering 606 $aComputer networks 606 $aImage processing$xDigital techniques 606 $aComputer vision 606 $aApplication software 606 $aArtificial intelligence 606 $aComputer Graphics 606 $aProgramming Techniques 606 $aComputer Engineering and Networks 606 $aComputer Imaging, Vision, Pattern Recognition and Graphics 606 $aComputer and Information Systems Applications 606 $aArtificial Intelligence 615 0$aComputer graphics. 615 0$aComputer programming. 615 0$aComputer engineering. 615 0$aComputer networks. 615 0$aImage processing$xDigital techniques. 615 0$aComputer vision. 615 0$aApplication software. 615 0$aArtificial intelligence. 615 14$aComputer Graphics. 615 24$aProgramming Techniques. 615 24$aComputer Engineering and Networks. 615 24$aComputer Imaging, Vision, Pattern Recognition and Graphics. 615 24$aComputer and Information Systems Applications. 615 24$aArtificial Intelligence. 676 $a794.8166 701 $aBoulic$b R$g(Ronan)$0868274 701 $aChrysanthou$b Yiorgos$0882263 701 $aKomura$b Taku$01752514 712 12$aMIG 2010 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910483453303321 996 $aMotion in games$94187837 997 $aUNINA