Filtern nach
Letzte Suchanfragen

Ergebnisse für *

Zeige Ergebnisse 1 bis 4 von 4.

  1. Motion in Games
    First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008. Revised Papers
    Erschienen: 2008
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Crowd Simulation -- Texture Synthesis Based Simulation of Secondary Agents -- Using the Corridor Map Method for Path Planning for a Large Number of Characters -- Real-Time Path Planning and Navigation for Multi-agent and Crowd Simulations -- Populate... mehr

    Hochschule für Technik und Wirtschaft Dresden, Bibliothek
    keine Fernleihe
    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
    keine Fernleihe
    Universitätsbibliothek Freiburg
    keine Fernleihe
    Hochschule Furtwangen University. Informatik, Technik, Wirtschaft, Medien. Campus Furtwangen, Bibliothek
    eBook Springer
    keine Fernleihe
    Bibliothek LIV HN Sontheim
    Springer E-Book
    keine Fernleihe
    Karlsruher Institut für Technologie, KIT-Bibliothek
    keine Fernleihe
    Universitätsbibliothek Leipzig
    keine Fernleihe
    Duale Hochschule Baden-Württemberg Mannheim, Bibliothek
    eBook Springer
    keine Fernleihe
    Universitätsbibliothek Mannheim
    keine Fernleihe
    Hochschule Mittweida (FH), Hochschulbibliothek
    keine Fernleihe
    Hochschule Offenburg, University of Applied Sciences, Bibliothek Campus Offenburg
    E-Book Springer
    keine Ausleihe von Bänden, nur Papierkopien werden versandt
    Hochschule Offenburg, University of Applied Sciences, Bibliothek Campus Offenburg
    E-Book Springer
    keine Fernleihe
    Saarländische Universitäts- und Landesbibliothek
    keine Fernleihe

     

    Crowd Simulation -- Texture Synthesis Based Simulation of Secondary Agents -- Using the Corridor Map Method for Path Planning for a Large Number of Characters -- Real-Time Path Planning and Navigation for Multi-agent and Crowd Simulations -- Populate Your Game Scene -- Hierarchical Path Planning for Virtual Crowds -- Virtual Humans -- Towards Embodied and Situated Virtual Humans -- Adaptive Body, Motion and Cloth -- From Motion Capture to Real-Time Character Animation -- Motion Synthesis -- More Motion Capture in Games — Can We Make Example-Based Approaches Scale? -- Simulating Interactions of Characters -- Motion Prediction for Online Gaming -- Two-Character Motion Control: Challenge and Promise -- Motion Modeling: Can We Get Rid of Motion Capture? -- Informed Use of Motion Synthesis Methods -- Automatic Estimation of Skeletal Motion from Optical Motion Capture Data -- Interfaces -- An Immersive Motion Interface with Edutainment Contents for Elderly People -- Design of Experience and Flow in Movement-Based Interaction -- Navigation and Steering -- Relaxed Steering towards Oriented Region Goals -- Opening Doors in Motion Analysis Research -- Watch Out! A Framework for Evaluating Steering Behaviors -- Whole-Body Locomotion, Manipulation and Reaching for Humanoids -- Facial and Behavioral Animation -- Conveying Emotions through Facially Animated Avatars in Networked Virtual Environments -- Animating Speech in Games -- Autonomous Digital Actors. This book constitutes the thoroughly refereed post-workshop proceedings of the First International Workshop on Motion in Games, held in Utrecht, The Netherlands, during June 14-17, 2008, in collaboration with the NLGD Festival of Games. The 24 revised papers presented during the workshop cover topics on crowd simulation; virtual humans; motion synthesis; interfaces; navigation and steering; and facial and behavioral animation.

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (lizenzpflichtig)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783540892205
    Weitere Identifier:
    RVK Klassifikation: SS 4800
    Schriftenreihe: Lecture Notes in Computer Science ; 5277
    Array
    Schlagworte: Computer science; Information systems; Artificial intelligence; Computer simulation; Computer Science; Multimedia systems; Computer vision; Computer networks .; User interfaces (Computer systems).; Human-computer interaction.; Image processing; Computer engineering.; Application software.; Computer graphics.
    Umfang: Online-Ressource (digital)
  2. Motion in Games
    Third International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010. Proceedings
    Autor*in: Boulic, Ronan
    Erschienen: 2010
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Body Simulation -- Simulating Humans and Lower Animals -- Evaluating the Physical Realism of Character Animations Using Musculoskeletal Models -- Learning Movements -- Physically-Based Character Control in Low Dimensional Space -- Learning Crowd... mehr

    Hochschule für Technik und Wirtschaft Dresden, Bibliothek
    keine Fernleihe
    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
    keine Fernleihe
    Universitätsbibliothek Freiburg
    keine Fernleihe
    Bibliothek LIV HN Sontheim
    Springer E-Book
    keine Fernleihe
    Karlsruher Institut für Technologie, KIT-Bibliothek
    keine Fernleihe
    Karlsruher Institut für Technologie, KIT-Bibliothek
    keine Fernleihe
    Universitätsbibliothek Leipzig
    keine Fernleihe
    Duale Hochschule Baden-Württemberg Mannheim, Bibliothek
    eBook Springer
    keine Fernleihe
    Universitätsbibliothek Mannheim
    keine Fernleihe
    Hochschule Mittweida (FH), Hochschulbibliothek
    keine Fernleihe
    Hochschule Offenburg, University of Applied Sciences, Bibliothek Campus Offenburg
    E-Book Springer
    keine Fernleihe
    Saarländische Universitäts- und Landesbibliothek
    keine Fernleihe
    Hochschule Zittau / Görlitz, Hochschulbibliothek
    keine Fernleihe

     

    Body Simulation -- Simulating Humans and Lower Animals -- Evaluating the Physical Realism of Character Animations Using Musculoskeletal Models -- Learning Movements -- Physically-Based Character Control in Low Dimensional Space -- Learning Crowd Steering Behaviors from Examples -- Body Control -- Full-Body Hybrid Motor Control for Reaching -- Pose Control in Dynamic Conditions -- Spatial Awareness in Full-Body Immersive Interactions: Where Do We Stand? -- Motion Planning -- Scalable Precomputed Search Trees -- Toward Simulating Realistic Pursuit-Evasion Using a Roadmap-Based Approach -- Path Planning for Groups Using Column Generation -- Physically-Based Character Control -- Skills-in-a-Box: Towards Abstract Models of Motor Skills -- Angular Momentum Control in Coordinated Behaviors -- Crowds and Formation -- Simulating Formations of Non-holonomic Systems with Control Limits along Curvilinear Coordinates -- Following a Large Unpredictable Group of Targets among Obstacles -- Geometry -- Real-Time Space-Time Blending with Improved User Control -- Motion Capture for a Natural Tree in the Wind -- Active Geometry for Game Characters -- Autonomous Characters -- CAROSA: A Tool for Authoring NPCs -- BehaveRT: A GPU-Based Library for Autonomous Characters -- Level of Detail AI for Virtual Characters in Games and Simulation -- Navigation -- Scalable and Robust Shepherding via Deformable Shapes -- Navigation Queries from Triangular Meshes -- Motion Synthesis -- Motion Parameterization with Inverse Blending -- Planning and Synthesizing Superhero Motions -- Perception -- Perception Based Real-Time Dynamic Adaptation of Human Motions -- Realistic Emotional Gaze and Head Behavior Generation Based on Arousal and Dominance Factors -- Why Is the Creation of a Virtual Signer Challenging Computer Animation? -- Real-Time Graphics -- Realtime Rendering of Realistic Fabric with Alternation of Deformed Anisotropy -- Responsive Action Generation by Physically-Based Motion Retrieval and Adaptation -- Visibility Transition Planning for Dynamic Camera Control -- Posters -- The Application of MPEG-4 Compliant Animation to a Modern Games Engine and Animation Framework -- Knowledge-Based Probability Maps for Covert Pathfinding -- Modification of Crowd Behaviour Modelling under Microscopic Level in Panic Situation -- Expressive Gait Synthesis Using PCA and Gaussian Modeling -- Autonomous Multi-agents in Flexible Flock Formation -- Real-Time Hair Simulation with Segment-Based Head Collision -- Subgraphs Generating Algorithm for Obtaining Set of Node-Disjoint Paths in Terrain-Based Mesh Graphs -- Path-Planning for RTS Games Based on Potential Fields -- Learning Human Action Sequence Style from Video for Transfer to 3D Game Characters. 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.

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (lizenzpflichtig)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783642169588
    Weitere Identifier:
    RVK Klassifikation: SS 4800
    Schriftenreihe: Lecture Notes in Computer Science ; 6459
    Array
    Schlagworte: Computer science; Computer software; Information systems; Computer simulation; Computer Science; Artificial intelligence; Computer vision; Computer engineering.; Computer networks .; Image processing; Computer programming.; Application software.; Computer graphics.
    Umfang: Online-Ressource (XII, 436p. 210 illus, digital)
  3. 3D math primer for graphics and game development
    Erschienen: [2011]
    Verlag:  CRC Press, Boca Raton

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781568817231; 1568817231
    Auflage/Ausgabe: Second edition
    Schriftenreihe: <<An>> A K Peters Book
    Schlagworte: Computer graphics.; Computer games--Programming.; Computer science--Mathematics.
    Umfang: XXI, 824 Seiten, Illustrationen, Diagramme
    Bemerkung(en):

    Literaturverzeichnis: Seite 801-805

  4. 2D graphics programming for games
    [for PC, Mac, iPhone / iPad, Android, and Xbox 360]
    Autor*in: Pile, John
    Erschienen: 2013
    Verlag:  CRC, Boca Raton, Fla. [u.a.]

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781466501898
    Schriftenreihe: <<An>> A K Peters book
    Schlagworte: Computer games--Programming.; Computer graphics.
    Umfang: XV, 224 S., Ill., graph. Darst., 24 cm
    Bemerkung(en):

    Literaturverz. S. 217 -218