Motion in Games

Third International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010. Proceedings

Editors:

ISBN: 978-3-642-16957-1 (Print) 978-3-642-16958-8 (Online)

Table of contents (39 chapters)

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  1. Front Matter

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  2. Body Simulation

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      Pages 1-10

      Simulating Humans and Lower Animals

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      Pages 11-22

      Evaluating the Physical Realism of Character Animations Using Musculoskeletal Models

  3. Learning Movements

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      Pages 23-34

      Physically-Based Character Control in Low Dimensional Space

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      Pages 35-35

      Learning Crowd Steering Behaviors from Examples

  4. Body Control

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      Pages 36-47

      Full-Body Hybrid Motor Control for Reaching

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      Pages 48-58

      Pose Control in Dynamic Conditions

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      Pages 59-69

      Spatial Awareness in Full-Body Immersive Interactions: Where Do We Stand?

  5. Motion Planning

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      Pages 70-81

      Scalable Precomputed Search Trees

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      Pages 82-93

      Toward Simulating Realistic Pursuit-Evasion Using a Roadmap-Based Approach

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      Pages 94-105

      Path Planning for Groups Using Column Generation

  6. Physically-Based Character Control

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      Pages 106-108

      Skills-in-a-Box: Towards Abstract Models of Motor Skills

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      Pages 109-120

      Angular Momentum Control in Coordinated Behaviors

  7. Crowds and Formation

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      Pages 121-133

      Simulating Formations of Non-holonomic Systems with Control Limits along Curvilinear Coordinates

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      Pages 134-145

      Following a Large Unpredictable Group of Targets among Obstacles

  8. Geometry

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      Pages 146-157

      Real-Time Space-Time Blending with Improved User Control

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      Pages 158-169

      Motion Capture for a Natural Tree in the Wind

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      Pages 170-181

      Active Geometry for Game Characters

  9. Autonomous Characters

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      Pages 182-193

      CAROSA: A Tool for Authoring NPCs

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      Pages 194-205

      BehaveRT: A GPU-Based Library for Autonomous Characters

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      Pages 206-217

      Level of Detail AI for Virtual Characters in Games and Simulation

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