↓ Skip to main content
Altmetric
What is this page?
Embed badge
Share
Share on Twitter
Share on Facebook
Share by email
Motion in Games
Overview of attention for book
Motion in Games
Springer Berlin Heidelberg
Table of Contents
Altmetric Badge
Book Overview
Altmetric Badge
Chapter 1
Natural User Interface for Physics-Based Character Animation
Altmetric Badge
Chapter 2
Individualized Agent Interactions
Altmetric Badge
Chapter 3
A Real-Time System for Crowd Rendering: Parallel LOD and Texture-Preserving Approach on GPU
Altmetric Badge
Chapter 4
Feature-Based Locomotion with Inverse Branch Kinematics
Altmetric Badge
Chapter 5
Planning Plausible Human Animation with Environment-Aware Motion Sampling
Altmetric Badge
Chapter 6
Dynamic Balancing and Walking for Real-Time 3D Characters
Altmetric Badge
Chapter 7
Injury Assessment for Physics-Based Characters
Altmetric Badge
Chapter 8
Reactive Virtual Creatures for Dexterous Physical Interactions
Altmetric Badge
Chapter 9
Building a Character Animation System
Altmetric Badge
Chapter 10
Energy-Based Pose Unfolding and Interpolation for 3D Articulated Characters
Altmetric Badge
Chapter 11
Generating Avoidance Motion Using Motion Graph
Altmetric Badge
Chapter 12
Populations with Purpose
Altmetric Badge
Chapter 13
Parameterizing Behavior Trees
Altmetric Badge
Chapter 14
Intelligent Camera Control Using Behavior Trees
Altmetric Badge
Chapter 15
A Decision Theoretic Approach to Motion Saliency in Computer Animations
Altmetric Badge
Chapter 16
Many-Core Architecture Oriented Parallel Algorithm Design for Computer Animation
Altmetric Badge
Chapter 17
Twisting, Tearing and Flicking Effects in String Animations
Altmetric Badge
Chapter 18
Adaptive Grid Refinement Using View-Dependent Octree for Grid-Based Smoke Simulation
Altmetric Badge
Chapter 19
A Simple Method for Real-Time Metal Shell Simulation
Altmetric Badge
Chapter 20
LocoTest: Deploying and Evaluating Physics-Based Locomotion on Multiple Simulation Platforms
Altmetric Badge
Chapter 21
Parametric Control of Captured Mesh Sequences for Real-Time Animation
Altmetric Badge
Chapter 22
Real-Time Interactive Character Animation by Parallelization of Genetic Algorithms
Altmetric Badge
Chapter 23
Improved Benchmarking for Steering Algorithms
Altmetric Badge
Chapter 24
When a Couple Goes Together: Walk along Steering
Altmetric Badge
Chapter 25
Parallel Ripple Search – Scalable and Efficient Pathfinding for Multi-core Architectures
Altmetric Badge
Chapter 26
Hybrid Path Planning for Massive Crowd Simulation on the GPU
Altmetric Badge
Chapter 27
Space-Time Planning in Dynamic Environments with Unknown Evolution
Altmetric Badge
Chapter 28
Automatic Generation of Suboptimal NavMeshes
Altmetric Badge
Chapter 29
Roadmap-Based Level Clearing of Buildings
Altmetric Badge
Chapter 30
From Geometry to Spatial Reasoning : Automatic Structuring of 3D Virtual Environments
Altmetric Badge
Chapter 31
Reconstructing Motion Capture Data for Human Crowd Study
Altmetric Badge
Chapter 32
A Quantitative Methodology to Evaluate Motion-Based Animation Techniques
Altmetric Badge
Chapter 33
Parallelized Incomplete Poisson Preconditioner in Cloth Simulation
Altmetric Badge
Chapter 34
Walk This Way: A Lightweight, Data-Driven Walking Synthesis Algorithm
Altmetric Badge
Chapter 35
Long Term Real Trajectory Reuse through Region Goal Satisfaction
Altmetric Badge
Chapter 36
Directional Constraint Enforcement for Fast Cloth Simulation
Altmetric Badge
Chapter 37
A Comparison and Evaluation of Motion Indexing Techniques
Altmetric Badge
Chapter 38
Detecting 3D Position and Orientation of a Wii Remote Using Webcams
Overall attention for this book and its chapters
Altmetric Badge
Mentioned by
patent
7
patents
wikipedia
1
Wikipedia page
Book overview
1. Natural User Interface for Physics-Based Character Animation
2. Individualized Agent Interactions
3. A Real-Time System for Crowd Rendering: Parallel LOD and Texture-Preserving Approach on GPU
4. Feature-Based Locomotion with Inverse Branch Kinematics
5. Planning Plausible Human Animation with Environment-Aware Motion Sampling
6. Dynamic Balancing and Walking for Real-Time 3D Characters
7. Injury Assessment for Physics-Based Characters
8. Reactive Virtual Creatures for Dexterous Physical Interactions
9. Building a Character Animation System
10. Energy-Based Pose Unfolding and Interpolation for 3D Articulated Characters
11. Generating Avoidance Motion Using Motion Graph
12. Populations with Purpose
13. Parameterizing Behavior Trees
14. Intelligent Camera Control Using Behavior Trees
15. A Decision Theoretic Approach to Motion Saliency in Computer Animations
16. Many-Core Architecture Oriented Parallel Algorithm Design for Computer Animation
17. Twisting, Tearing and Flicking Effects in String Animations
18. Adaptive Grid Refinement Using View-Dependent Octree for Grid-Based Smoke Simulation
19. A Simple Method for Real-Time Metal Shell Simulation
20. LocoTest: Deploying and Evaluating Physics-Based Locomotion on Multiple Simulation Platforms
21. Parametric Control of Captured Mesh Sequences for Real-Time Animation
22. Real-Time Interactive Character Animation by Parallelization of Genetic Algorithms
23. Improved Benchmarking for Steering Algorithms
24. When a Couple Goes Together: Walk along Steering
25. Parallel Ripple Search – Scalable and Efficient Pathfinding for Multi-core Architectures
26. Hybrid Path Planning for Massive Crowd Simulation on the GPU
27. Space-Time Planning in Dynamic Environments with Unknown Evolution
28. Automatic Generation of Suboptimal NavMeshes
29. Roadmap-Based Level Clearing of Buildings
30. From Geometry to Spatial Reasoning : Automatic Structuring of 3D Virtual Environments
31. Reconstructing Motion Capture Data for Human Crowd Study
32. A Quantitative Methodology to Evaluate Motion-Based Animation Techniques
33. Parallelized Incomplete Poisson Preconditioner in Cloth Simulation
34. Walk This Way: A Lightweight, Data-Driven Walking Synthesis Algorithm
35. Long Term Real Trajectory Reuse through Region Goal Satisfaction
36. Directional Constraint Enforcement for Fast Cloth Simulation
37. A Comparison and Evaluation of Motion Indexing Techniques
38. Detecting 3D Position and Orientation of a Wii Remote Using Webcams
Summary
Patents
Wikipedia
So far, Altmetric has seen
1
Wikipedia article.
German
Ragdoll-Engine
Cited by user
Avantenor
on
16 May 2012
This page shows the
most recent Wikipedia articles
that mention this research output.
Click here
to find out how to access more activity.