LEADER 05528nam 2200637 a 450 001 9910483453303321 005 20200520144314.0 010 $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 $a20101119d2010 uy 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt 182 $cc 183 $acr 200 10$aMotion in games $ethird international conference, MIG 2010, Utrecht, the Netherlands, November 14-16, 2010 : proceedings /$fRonan Boulic, Yiorgos Chrysanthou, Taku Komura (eds.) 205 $a1st ed. 2010. 210 $aBerlin $cSpringer$d2010 215 $a1 online resource (XII, 436 p. 210 illus.) 225 1 $aLecture notes in computer science,$x0302-9743 ;$v6459 225 1 $aLNCS sublibrary. SL 6, Image processing, computer vision, pattern recognition, and graphics 300 $aBibliographic Level Mode of Issuance: Monograph 311 $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 -- 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. 330 $aThis book constitutes the proceedings of the Second International Workshop on Motion in Games, held in Utrecht, The Netherlands, in November 2010. The 30 revised full papers presented together with 9 revised poster papers in this volume were carefully reviewed and selected. The papers are organized in topical sections on body simulation, learning movements, body control, motion planning, physically-based character control, crowds and formation, geometry, autonomous characters, navigation, motion synthesis, perception, real-time graphics, and posters. 410 0$aLecture notes in computer science ;$v6459. 410 0$aLNCS sublibrary.$nSL 6,$pImage processing, computer vision, pattern recognition, and graphics. 606 $aComputer games$xProgramming$vCongresses 606 $aComputer games$xDesign$vCongresses 606 $aMotion$xComputer simulation$vCongresses 615 0$aComputer games$xProgramming 615 0$aComputer games$xDesign 615 0$aMotion$xComputer simulation 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