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» A System for Creating Simple Character Behaviours
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SIBGRAPI
2007
IEEE
13 years 11 months ago
A Simple Framework for Natural Animation of Digitized Models
We present a versatile, fast and simple framework to generate animations of scanned human characters from input optical motion capture data. Our method is purely meshbased and req...
Edilson de Aguiar, Rhaleb Zayer, Christian Theobal...
ATAL
2009
Springer
13 years 11 months ago
Using rituals to express cultural differences in synthetic characters
There is currently an ongoing demand for richer Intelligent Virtual Environments (IVEs) populated with social intelligent agents. As a result, many agent architectures are taking ...
Samuel Mascarenhas, João Dias, Nuno Afonso,...
AIIDE
2008
13 years 7 months ago
Dynamic Expansion of Behaviour Trees
Artificial intelligence in games is typically used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPCs) of games is a cum...
Gonzalo Flórez Puga, Marco Antonio Gó...
IJSYSC
2000
74views more  IJSYSC 2000»
13 years 4 months ago
Towards the evolutionary emergence of increasingly complex advantageous behaviours
The generation of complex entities with advantageous behaviours beyond our manual design capability requires long-term incremental evolution with continuing emergence. In this pap...
A. D. Channon, Robert I. Damper
SI3D
2003
ACM
13 years 10 months ago
Snap-together motion: assembling run-time animations
Many virtual environments and games must be populated with synthetic characters to create the desired experience. These characters must move with sufficient realism, so as not to...
Michael Gleicher, Hyun Joon Shin, Lucas Kovar, And...