Motion in Games [electronic resource] : 4th International Conference, MIG 2011, Edinburgh, UK, November 13-15, 2011. Proceedings / edited by Jan M. Allbeck, Petros Faloutsos.

Contributor(s): Allbeck, Jan M [editor.] | Faloutsos, Petros [editor.] | SpringerLink (Online service)Material type: TextTextSeries: Lecture Notes in Computer Science ; 7060Publisher: Berlin, Heidelberg : Springer Berlin Heidelberg, 2011Description: XII, 460p. online resourceContent type: text Media type: computer Carrier type: online resourceISBN: 9783642250903Subject(s): Computer science | Computer software | Artificial intelligence | Computer simulation | Computer vision | Computer Science | Computer Imaging, Vision, Pattern Recognition and Graphics | Information Systems Applications (incl. Internet) | Artificial Intelligence (incl. Robotics) | User Interfaces and Human Computer Interaction | Simulation and Modeling | Algorithm Analysis and Problem ComplexityAdditional physical formats: Printed edition:: No titleDDC classification: 006.6 LOC classification: T385TA1637-1638TK7882.P3Online resources: Click here to access online In: Springer eBooksSummary: 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.
Item type: E-BOOKS
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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.

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