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Motion in Games

Editat de Arjan Egges, Arno Kamphuis, Mark Overmars
en Limba Engleză Paperback – 19 noi 2008
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.
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Specificații

ISBN-13: 9783540892199
ISBN-10: 3540892192
Pagini: 272
Ilustrații: IX, 257 p.
Dimensiuni: 155 x 235 x 15 mm
Greutate: 0.42 kg
Ediția:2008
Editura: Springer
Locul publicării:Berlin, Heidelberg, Germany

Public țintă

Research

Cuprins

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.

Textul de pe ultima copertă

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.