Motion in Games

Motion in Games
Author: Ronan Boulic,Yiorgos Chrysanthou,Taku Komura
Publsiher: Springer Science & Business Media
Total Pages: 446
Release: 2010-11-04
Genre: Computers
ISBN: 9783642169571

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Motion plays a crucial role in computer games.

Motion in Games

Motion in Games
Author: Jan Allbeck,Petros Faloutsos
Publsiher: Springer
Total Pages: 460
Release: 2011-11-08
Genre: Computers
ISBN: 9783642250903

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This book constitutes the proceedings of the 4th International Workshop on Motion in Games, held in Edinburgh, UK, in November 2011. The 30 revised full papers presented together with 8 revised poster papers in this volume were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on character animation, motion synthesis, physically-based character motion, behavior animation, animation systems, crowd simulation, as well as path planning and navigation.

Motion in Games

Motion in Games
Author: Marcelo Kallmann,Kostas Bekris
Publsiher: Springer
Total Pages: 384
Release: 2012-11-10
Genre: Computers
ISBN: 9783642347108

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This book constitutes the refereed proceedings of the 5th International Workshop on Motion in Games, held in Rennes, France, in November 2012. The 23 revised full papers presented together with 9 posters and 5 extended abstracts were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on planning, interaction, physics, perception, behavior, virtual humans, locomotion, and motion capture.

Motion in Games

Motion in Games
Author: Arjan Egges,Arno Kamphuis,Mark Overmars
Publsiher: Springer
Total Pages: 257
Release: 2008-11-07
Genre: Computers
ISBN: 9783540892205

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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.

Motion in Games

Motion in Games
Author: Jan Allbeck,Petros Faloutsos
Publsiher: Springer Science & Business Media
Total Pages: 471
Release: 2011-10-28
Genre: Computers
ISBN: 9783642250897

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This book constitutes the proceedings of the 4th International Workshop on Motion in Games, held in Edinburgh, UK, in November 2011. The 30 revised full papers presented together with 8 revised poster papers in this volume were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on character animation, motion synthesis, physically-based character motion, behavior animation, animation systems, crowd simulation, as well as path planning and navigation.

Understanding Motion Capture for Computer Animation and Video Games

Understanding Motion Capture for Computer Animation and Video Games
Author: Alberto Menache
Publsiher: Morgan Kaufmann
Total Pages: 268
Release: 2000
Genre: Computers
ISBN: 0124906303

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Motion capture is a technique for recording a performance and then translating it into mathematical terms. Animating motion is critical for the development of applications such as animation, virtual environments and video games. Character animation is the process by which natural movements are modelled and digitized so that digital character movements appear as natural as possible. There are three approaches to character animation: keyframe animation, motion capture, and simulation.

Understanding Motion Capture for Computer Animation

Understanding Motion Capture for Computer Animation
Author: Alberto Menache
Publsiher: Elsevier
Total Pages: 276
Release: 2011-01-24
Genre: Computers
ISBN: 0123814979

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Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems Describes all the mathematical principles associated with motion capture and 3D character mechanics Helps you budget by explaining the costs associated with individualized motion capture projects

Motion in Games

Motion in Games
Author: Arjan Egges,Roland Geraerts,Mark Overmars
Publsiher: Springer Science & Business Media
Total Pages: 278
Release: 2009-11-05
Genre: Computers
ISBN: 9783642103469

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This book constitutes the proceedings of the Second International Workshop on Motion in Games, held in Zeist, The Netherlands, in November 2009. The 23 papers presented in this volume were carefully reviewed and selected. The topics covered are avoidance behaviour, behaviour and affect, crowd simulation, motion analysis and synthesis, navigation and steering, physics, rendering and video.