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MIG 2014: Playa Vista, CA, USA
- Ari Shapiro, Nancy M. Amato, Jessica K. Hodgins:
Proceedings of the Seventh International Conference on Motion in Games, Playa Vista, CA, USA, November 06 - 08, 2014. ACM 2014, ISBN 978-1-4503-2623-0
Crowds
- Jose Guillermo Rangel Ramirez, Devin Lange, Panayiotis Charalambous, Claudia Esteves, Julien Pettré:
Optimization-based computation of locomotion trajectories for crowd patches. 7-16 - Julien Bruneau, Teofilo Bezerra Dutra, Julien Pettré:
Following behaviors: a model for computing following distances based on prediction. 17-24 - Rudi Bonfiglioli, Wouter van Toll, Roland Geraerts:
GPGPU-accelerated construction of high-resolution generalized voronoi diagrams and navigation meshes. 25-30
Expression
- Timothy Costigan, Mukta Prasad, Rachel McDonnell:
Facial retargeting using neural networks. 31-38 - Adela Barbulescu, Rémi Ronfard, Gérard Bailly, Georges Gagneré, Hüseyin Çakmak:
Beyond basic emotions: expressive virtual actors with social attitudes. 39-47 - Andrew W. Feng, Gale M. Lucas, Stacy Marsella, Evan A. Suma, Chung-Cheng Chiu, Dan Casas, Ari Shapiro:
Acting the part: the role of gesture on avatar identity. 49-54 - John Mooney, Jan M. Allbeck:
Rethinking NPC intelligence: a new reputation system. 55-60
Human motion 1
- Aline Normoyle, Sophie Jörg:
Trade-offs between responsiveness and naturalness for player characters. 61-70 - Amir Hossein Rabbani, Michiel van de Panne, Paul G. Kry:
Anticipatory balance control. 71-76
Path following
- Norman Jaklin, Mark Tibboel, Roland Geraerts:
Computing high-quality paths in weighted regions. 77-86 - Sara Rashidian, Erion Plaku, Stefan Edelkamp:
Motion planning with rigid-body dynamics for generalized traveling salesman tours. 87-96 - Carlo Camporesi, Marcelo Kallmann:
Computing shortest path maps with GPU shaders. 97-102 - Carmine Oliva, Hannes Högni Vilhjálmsson:
Prediction in social path following. 103-108
Camera control
- Quentin Galvane, Rémi Ronfard, Marc Christie, Nicolas Szilas:
Narrative-driven camera control for cinematic replay of computer games. 109-117 - Edward T. Lixandru, Victor B. Zordan:
Physical rig for first-person, look-at cameras in video games. 119-124
AR/VR
- Fabio Zünd, Marcel Lancelle, Mattia Ryffel, Robert W. Sumner, Kenny Mitchell, Markus H. Gross:
Influence of animated reality mixing techniques on user experience. 125-132 - Torin Adamson, John E. G. Baxter, Kasra Manavi, April Suknot, Bruna Jacobson, Patrick Gage Kelley, Lydia Tapia:
Molecular tetris: crowdsourcing molecular docking using path-planning and haptic devices. 133-138
Human motion 2
- Yunfei Bai, C. Karen Liu:
Coupling cloth and rigid bodies for dexterous manipulation. 139-145 - Masaki Oshita, Yuta Senju:
Generating hand motion from body motion using key hand poses. 147-151
Optimization and physics
- Glen Berseth, M. Brandon Haworth, Mubbasir Kapadia, Petros Faloutsos:
Characterizing and optimizing game level difficulty. 153-160 - Tsukasa Fukusato, Shigeo Morishima:
Automatic depiction of onomatopoeia in animation considering physical phenomena. 161-169 - Pengbo Li, Paul G. Kry:
Multi-layer skin simulation with adaptive constraints. 171-176 - Adam W. Bargteil, Ben Jones:
Strain limiting for clustered shape matching. 177-179
Poster abstracts
- Tim Balint, Yotam I. Gingold, Jan M. Allbeck:
Agent script generation using descriptive text documents. 181 - Alain Juarez-Perez, Andrew W. Feng, Marcelo Kallmann, Ari Shapiro:
Deformation, parameterization and analysis of a single locomotion cycle. 182 - Huaguang Song, Michael Neff:
Design and evaluation of a sketch-based gesture animation tool. 183 - Aline Normoyle, Norman I. Badler:
How do stylistic motions differ numerically from neutral ones? 184 - Prateek Shrivastava, Sukhendu Das:
Physics based virtual cutting using j-integral method for gaming applications. 185 - Nicolas Nieto Bedoya, Christian David Quintero Guerrero:
Process optimization based on motion capture for videogames assets. 186 - Zahed Rahmati, Valerie King, Sue Whitesides:
(Reverse) k-nearest neighbors for moving objects. 187
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