Motion in Games

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

  • Ronan Boulic
  • Yiorgos Chrysanthou
  • Taku Komura
Conference proceedings MIG 2010

DOI: 10.1007/978-3-642-16958-8

Part of the Lecture Notes in Computer Science book series (LNCS, volume 6459)

Table of contents (39 papers)

  1. Front Matter
  2. Body Simulation

    1. Simulating Humans and Lower Animals
      Demetri Terzopoulos
      Pages 1-10
    2. Evaluating the Physical Realism of Character Animations Using Musculoskeletal Models
      Thomas Geijtenbeek, Antonie J. van den Bogert, Ben J. H. van Basten, Arjan Egges
      Pages 11-22
  3. Learning Movements

    1. Physically-Based Character Control in Low Dimensional Space
      Hubert P. H. Shum, Taku Komura, Takaaki Shiratori, Shu Takagi
      Pages 23-34
    2. Learning Crowd Steering Behaviors from Examples
      Panayiotis Charalambous, Yiorgos Chrysanthou
      Pages 35-35
  4. Body Control

    1. Full-Body Hybrid Motor Control for Reaching
      Wenjia Huang, Mubbasir Kapadia, Demetri Terzopoulos
      Pages 36-47
    2. Pose Control in Dynamic Conditions
      Brian F. Allen, Michael Neff, Petros Faloutsos
      Pages 48-58
    3. Spatial Awareness in Full-Body Immersive Interactions: Where Do We Stand?
      Ronan Boulic, Damien Maupu, Manuel Peinado, Daniel Raunhardt
      Pages 59-69
  5. Motion Planning

    1. Scalable Precomputed Search Trees
      Manfred Lau, James Kuffner
      Pages 70-81
    2. Toward Simulating Realistic Pursuit-Evasion Using a Roadmap-Based Approach
      Samuel Rodriguez, Jory Denny, Takis Zourntos, Nancy M. Amato
      Pages 82-93
    3. Path Planning for Groups Using Column Generation
      Marjan van den Akker, Roland Geraerts, Han Hoogeveen, Corien Prins
      Pages 94-105
  6. Physically-Based Character Control

  7. Crowds and Formation

    1. Simulating Formations of Non-holonomic Systems with Control Limits along Curvilinear Coordinates
      Athanasios Krontiris, Sushil Louis, Kostas E. Bekris
      Pages 121-133
    2. Following a Large Unpredictable Group of Targets among Obstacles
      Christopher Vo, Jyh-Ming Lien
      Pages 134-145
  8. Geometry

    1. Real-Time Space-Time Blending with Improved User Control
      Galina Pasko, Denis Kravtsov, Alexander Pasko
      Pages 146-157
    2. Motion Capture for a Natural Tree in the Wind
      Jie Long, Cory Reimschussel, Ontario Britton, Anthony Hall, Michael Jones
      Pages 158-169
    3. Active Geometry for Game Characters
      Damien Rohmer, Stefanie Hahmann, Marie-Paule Cani
      Pages 170-181
  9. Autonomous Characters

    1. CAROSA: A Tool for Authoring NPCs
      Jan M. Allbeck
      Pages 182-193
    2. BehaveRT: A GPU-Based Library for Autonomous Characters
      Ugo Erra, Bernardino Frola, Vittorio Scarano
      Pages 194-205

About these proceedings


This 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.


Racter artificial intelligence autonomous agent avatar behavior control collision avoidance crowd modeling dimensionality reduction dynamics simulation expressivitiy hair simulation interaction knowledge-based learning simulation

Editors and affiliations

  • Ronan Boulic
    • 1
  • Yiorgos Chrysanthou
    • 2
  • Taku Komura
    • 3
  1. 1.VRLabEcole Polytechnique Fédérale de Lausanne, EPFLLausanneSwitzerland
  2. 2.Dept. of Computer ScienceUniversity of CyprusNicosiaCyprus
  3. 3.School of InformaticsUniversity of EdinburghEdinburghUK

Bibliographic information

  • Copyright Information Springer Berlin Heidelberg 2010
  • Publisher Name Springer, Berlin, Heidelberg
  • eBook Packages Computer Science
  • Print ISBN 978-3-642-16957-1
  • Online ISBN 978-3-642-16958-8
  • Series Print ISSN 0302-9743
  • Series Online ISSN 1611-3349