LEADER 13466nam 22009015 450 001 996465709503316 005 20200705170859.0 010 $a3-642-25090-4 024 7 $a10.1007/978-3-642-25090-3 035 $a(CKB)3400000000024068 035 $a(SSID)ssj0000610326 035 $a(PQKBManifestationID)11334786 035 $a(PQKBTitleCode)TC0000610326 035 $a(PQKBWorkID)10623456 035 $a(PQKB)11440000 035 $a(DE-He213)978-3-642-25090-3 035 $a(MiAaPQ)EBC6287574 035 $a(MiAaPQ)EBC5591314 035 $a(Au-PeEL)EBL5591314 035 $a(OCoLC)1066190267 035 $a(PPN)157513343 035 $a(EXLCZ)993400000000024068 100 $a20111107d2011 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt 182 $cc 183 $acr 200 10$aMotion in Games$b[electronic resource] $e4th International Conference, MIG 2011, Edinburgh, United Kingdom, November 13-15, 2011, Proceedings /$fedited by Jan Allbeck, Petros Faloutsos 205 $a1st ed. 2011. 210 1$aBerlin, Heidelberg :$cSpringer Berlin Heidelberg :$cImprint: Springer,$d2011. 215 $a1 online resource (XII, 460 p. 202 illus., 174 illus. in color.) 225 1 $aImage Processing, Computer Vision, Pattern Recognition, and Graphics ;$v7060 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a3-642-25089-0 327 $aIntro -- 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. 327 $aRelated 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. 327 $aIntroduction -- 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. 327 $aMany-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. 327 $aParametric 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. 327 $aDetermining the Region of Interest. 330 $aThis book constitutes the proceedings of the 4th International Workshop on Motion in Games, held in Edinburgh, UK, in November 2011. The 30 revised full papers presented together with 8 revised poster papers in this volume were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on character animation, motion synthesis, physically-based character motion, behavior animation, animation systems, crowd simulation, as well as path planning and navigation. 410 0$aImage Processing, Computer Vision, Pattern Recognition, and Graphics ;$v7060 606 $aOptical data processing 606 $aApplication software 606 $aArtificial intelligence 606 $aUser interfaces (Computer systems) 606 $aComputer simulation 606 $aAlgorithms 606 $aComputer Imaging, Vision, Pattern Recognition and Graphics$3https://scigraph.springernature.com/ontologies/product-market-codes/I22005 606 $aInformation Systems Applications (incl. Internet)$3https://scigraph.springernature.com/ontologies/product-market-codes/I18040 606 $aArtificial Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/I21000 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aSimulation and Modeling$3https://scigraph.springernature.com/ontologies/product-market-codes/I19000 606 $aAlgorithm Analysis and Problem Complexity$3https://scigraph.springernature.com/ontologies/product-market-codes/I16021 615 0$aOptical data processing. 615 0$aApplication software. 615 0$aArtificial intelligence. 615 0$aUser interfaces (Computer systems). 615 0$aComputer simulation. 615 0$aAlgorithms. 615 14$aComputer Imaging, Vision, Pattern Recognition and Graphics. 615 24$aInformation Systems Applications (incl. Internet). 615 24$aArtificial Intelligence. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aSimulation and Modeling. 615 24$aAlgorithm Analysis and Problem Complexity. 676 $a794.8 702 $aAllbeck$b Jan$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aFaloutsos$b Petros$4edt$4http://id.loc.gov/vocabulary/relators/edt 712 12$aMIG (Conference) 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a996465709503316 996 $aMotion in Games$9773786 997 $aUNISA