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MIG
2009
Springer
13 years 11 months ago
Real-Time Character Control for Wrestling Games
This paper proposes a method to simulate the real-time interactions of tangling motions by two virtual wrestlers in 3D computer games. The characters are controlled individually by...
Edmond S. L. Ho, Taku Komura
MIG
2009
Springer
13 years 11 months ago
Motion Pattern Encapsulation for Data-Driven Constraint-Based Motion Editing
The growth of motion capture systems have contributed to the proliferation of human motion database, mainly because human motion is important in many applications, ranging from gam...
Schubert R. Carvalho, Ronan Boulic, Daniel Thalman...
MIG
2009
Springer
13 years 11 months ago
A Predictive Collision Avoidance Model for Pedestrian Simulation
We present a new local method for collision avoidance that is based on collision prediction. In our model, each pedestrian predicts possible future collisions with other pedestrian...
Ioannis Karamouzas, Peter Heil, Pascal van Beek, M...
MIG
2009
Springer
13 years 11 months ago
Camera Planning in Virtual Environments Using the Corridor Map Method
Abstract. Planning high-quality camera motions is a challenging problem for applications dealing with interactive virtual environments. This challenge is caused by conflicting req...
Roland Geraerts
MIG
2009
Springer
13 years 11 months ago
A Semantic Navigation Model for Video Games
Abstract. Navigational performance of artificial intelligence (AI) characters in computer games is gaining an increasingly important role in the perception of their behavior. Whil...
Leonard van Driel, Rafael Bidarra