Vai al contenuto principale della pagina
Titolo: | Motion in Games [[electronic resource] ] : 4th International Conference, MIG 2011, Edinburgh, United Kingdom, November 13-15, 2011, Proceedings / / edited by Jan Allbeck, Petros Faloutsos |
Pubblicazione: | Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2011 |
Edizione: | 1st ed. 2011. |
Descrizione fisica: | 1 online resource (XII, 460 p. 202 illus., 174 illus. in color.) |
Disciplina: | 794.8 |
Soggetto topico: | Optical 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 | |
Persona (resp. second.): | AllbeckJan |
FaloutsosPetros | |
Note generali: | Bibliographic Level Mode of Issuance: Monograph |
Nota di contenuto: | 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. | |
Sommario/riassunto: | 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. |
Titolo autorizzato: | Motion in Games |
ISBN: | 3-642-25090-4 |
Formato: | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione: | Inglese |
Record Nr.: | 996465709503316 |
Lo trovi qui: | Univ. di Salerno |
Opac: | Controlla la disponibilità qui |