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MIG 2009: Zeist, The Netherlands
- Arjan Egges, Roland Geraerts, Mark H. Overmars:
Motion in Games, Second International Workshop, MIG 2009, Zeist, The Netherlands, November 21-24, 2009. Proceedings. Lecture Notes in Computer Science 5884, Springer 2009, ISBN 978-3-642-10346-9
Avoidance Behaviour
- René van den Berg, Juan Manuel Rejen, Rafael Bidarra
:
Collision Avoidance between Avatars of Real and Virtual Individuals. 1-12 - Sébastien Paris, Anton Gerdelan, Carol O'Sullivan
:
CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds. 13-28 - Ben J. H. van Basten, Sander E. M. Jansen, Ioannis Karamouzas:
Exploiting Motion Capture to Enhance Avoidance Behaviour in Games. 29-40 - Ioannis Karamouzas, Peter Heil, Pascal van Beek, Mark H. Overmars:
A Predictive Collision Avoidance Model for Pedestrian Simulation. 41-52
Behaviour and Affect
- Maher Ben Moussa, Nadia Magnenat-Thalmann:
Applying Affect Recognition in Serious Games: The PlayMancer Project. 53-62 - Stéphane Donikian:
A Comparative Review of Reactive Behaviour Models as Proposed in Computer Graphics and Cognitive Sciences. 63-74
Crowd Simulation
- Alon Lerner, Yiorgos Chrysanthou, Ariel Shamir, Daniel Cohen-Or:
Data Driven Evaluation of Crowds. 75-83 - Carol O'Sullivan
:
Variety Is the Spice of (Virtual) Life. 84-93 - Ming C. Lin, Stephen J. Guy, Rahul Narain
, Jason Sewall, Sachin Patil, Jatin Chhugani, Abhinav Golas, Jur P. van den Berg, Sean Curtis, David Wilkie, Paul Merrell, Changkyu Kim, Nadathur Satish, Pradeep Dubey, Dinesh Manocha
:
Interactive Modeling, Simulation and Control of Large-Scale Crowds and Traffic. 94-103
Motion Analysis and Synthesis
- Anne-Hélène Olivier, Richard Kulpa, Julien Pettré, Armel Crétual:
A Velocity-Curvature Space Approach for Walking Motions Analysis. 104-115 - Schubert R. Carvalho, Ronan Boulic, Daniel Thalmann:
Motion Pattern Encapsulation for Data-Driven Constraint-Based Motion Editing. 116-127 - Edmond S. L. Ho
, Taku Komura:
Real-Time Character Control for Wrestling Games. 128-137 - Liangjun Zhang, Jia Pan, Dinesh Manocha
:
Motion Planning and Synthesis of Human-Like Characters in Constrained Environments. 138-145
Navigation and Steering
- Leonard van Driel, Rafael Bidarra
:
A Semantic Navigation Model for Video Games. 146-157 - Shawn Singh, Mubbasir Kapadia, Petros Faloutsos, Glenn Reinman:
An Open Framework for Developing, Evaluating, and Sharing Steering Algorithms. 158-169 - Yijiang Zhang, Julien Pettré, Qunsheng Peng, Stéphane Donikian:
Data Based Steering of Virtual Human Using a Velocity-Space Approach. 170-181 - Ben J. H. van Basten, Arjan Egges:
Path Abstraction for Combined Navigation and Animation. 182-193 - Roland Geraerts
:
Camera Planning in Virtual Environments Using the Corridor Map Method. 194-206
Physics
- Lihua You, Richard Southern, Jian-Jun Zhang
:
Adaptive Physics-Inspired Facial Animation. 207-218 - Brian F. Allen, Petros Faloutsos:
Evolved Controllers for Simulated Locomotion. 219-230 - Ronan Boulic, Daniel Raunhardt:
Integrated Analytic and Linearized Inverse Kinematics for Precise Full Body Interactions. 231-242
Rendering and Video
- Shang Ma, Xiaohui Liang, Zhuo Yu, Wei Ren:
Light Space Cascaded Shadow Maps for Large Scale Dynamic Environments. 243-255 - Peter Quax, Fabian Di Fiore
, Panagiotis Issaris, Wim Lamotte, Frank Van Reeth:
Practical and Scalable Transmission of Segmented Video Sequences to Multiple Players Using H.264. 256-267

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