
Motion in Games
Description
Alles über E-Books | Antworten auf Fragen rund um E-Books, Kopierschutz und Dateiformate finden Sie in unserem Info- & Hilfebereich.
More details
Other editions
Additional editions

Content
- Intro
- Title
- Preface
- Organization
- Table of Contents
- Character Animation I
- Natural User Interface for Physics-Based Character Animation
- Introduction
- Human-in-the-Loop Control
- Literal vs. Symbolic Mapping
- Kinematic and Dynamic Continuum
- Kinematic Control
- Dynamic Control
- Integrated KD Control
- Applications
- Performance Capture with Physical Interactions
- Natural User-Interface for Controlling Avatars
- Discussion
- References
- Individualized Agent Interactions
- Introduction and Motivation
- Related Work
- Individualizing Non-verbal Behavior
- Formation System
- Animation System
- Movement System
- Gazing System
- Customization Examples
- Personality Differences.
- Gender Differences.
- Evaluation Study
- Study Setup
- Results
- Conclusion
- References
- A Real-Time System for Crowd Rendering: Parallel LOD and Texture-Preserving Approach on GPU
- Introduction
- Related Works
- Mesh Simplification and LOD
- GPU Computing for Mesh Simplification
- Overview
- Preprocess
- Run-Time Rendering Pipeline
- Mesh Simplification by Perserving Texture Appearance
- Splitting Vertices According to Texture Coordinates
- Texture-Preserving Criteria
- Rendering Pipeline for Animated Characters
- LOD Selection
- Generating LODs by Reforming Triangles
- Deforming LODs
- Experiments and Results
- Implementation and Experiment
- Performance Evaluation
- Conclusion and Future Work
- References
- Motion Synthesis I
- Feature-Based Locomotion with Inverse Branch Kinematics
- Introduction
- Related Work
- Feature-Based Motion Graph
- Analyzing Feature-Based Graphs
- Improving Search among Obstacles with Channels
- IK-Based Motion Deformation
- Discussion and Conclusions
- References
- Planning Plausible Human Animation with Environment-Aware Motion Sampling
- Introduction
- Related Work
- Overview
- Animation Control Using Explicit Constraints
- Collision Avoidance with Implicit Constraints
- Implementation and Results
- Conclusion
- References
- Physically-Based Character Motion
- Dynamic Balancing and Walking for Real-Time 3D Characters
- Introduction
- Background and Related Work
- General Approaches
- Inverted Pendulum
- Contribution of Paper
- Method
- Mechanics of IP
- Mechanics of Enhanced IP
- Calculations
- Managing Stairs and Slopes
- Controllable Motion
- Results
- Steering and Speed
- Robustness to Pushes
- Conclusions and Future Work
- References
- Injury Assessment for Physics-Based Characters
- Introduction
- Related Work
- Injury Assessment Model
- Overview
- Individual Injury Measures
- Combining Individual Measures
- Experimentation
- Trial Data
- User Study
- Results
- Conclusion, Discussion and Future Work
- Conclusion
- Discussion
- Future Work
- References
- Reactive Virtual Creatures for Dexterous Physical Interactions
- Introduction
- Related Works
- Approach and Proposal
- Realization
- Physical Simulator
- Physical Motion Controller
- Sensor Models
- Attention Model
- Character AI
- Evaluation
- Environment and Configuration of Virtual Creatures
- Experiments and Results
- Exhibition
- Discussion
- Conclusion
- References
- Character Animation II
- Building a Character Animation System
- Motivation
- Goals
- System Summary
- Problems with Generalization/Specialization Hierarchy
- Platforms
- Locomotion
- Path Finding
- Reaching and Grabbing
- Facial Animation and Speech Synthesis
- Modeling Eye Movements and Saccades
- Head Nods, Head Shakes, and Gazing
- Breathing
- BML Realizer
- Non-verbal Behavior
- Conclusion
- References
- Energy-Based Pose Unfolding and Interpolation for 3D Articulated Characters
- Introduction
- Related Works
- Character Interaction
- Path-Planning Movements of Close Interactions
- Linkage Unfolding in Computational Geometry
- Unfolding the Body by Repulsive Energy
- Repulsive Energy
- Unfolding Folded Postures
- Interpolating Postures by the Repulsive Energy
- Methodology
- Experimental Results
- Discussions and Conclusion
- References
- Generating Avoidance Motion Using Motion Graph
- Introduction
- Related Work
- Overview
- Constructing a Motion Graph Including Avoidance Motions
- Evaluation of a Candidate Path
- Adjusting the Execution Speed
- Evaluation of a Candidate Path
- Methods Employed for Computational Efficiency
- Grid-Based Index for Candidate Paths
- GPU-Based Collision Detection for Culling
- Experiments
- Computational Time for Path Selection
- Evaluation of Avoidance Motions
- Conclusion
- References
- Behavior Animation
- Populations with Purpose
- Introduction
- Related Work
- Approach Overview
- Definition of Role
- Role Switching
- Implementation
- Action Types
- Action Filter
- Examples
- Discussion
- References
- Parameterizing Behavior Trees
- Introduction
- Parameterizing Subtrees
- The Agent Model
- Subtrees with Arguments
- Smart Events as Behavior Trees
- Example
- Topiary and ADAPT
- Conclusions
- References
- Animation Systems
- Intelligent Camera Control Using Behavior Trees
- Introduction
- Background
- Cinematography Principles
- Intelligent Camera Representation
- Implementation
- Smart Event Representation
- Results
- Conclusions
- References
- A Decision Theoretic Approach to Motion Saliency in Computer Animations
- Introduction
- Related Work
- Approach
- Pre-experiment
- Overview
- Individual Motion Saliency
- Global Attention Value
- Experiment
- Conclusion and Future Work
- References
- Many-Core Architecture Oriented Parallel Algorithm Design for Computer Animation
- Introduction
- Parallel Computing on Many-Core Architecture
- Many-Core Architecture
- Algorithm Design Issues for Many-Core Architecture
- Problem Decomposition and Resource Utilization
- Load Balancing
- Algorithm Design Paradigm
- Future Development Directions
- Conclusion
- References
- Simulation of Natural Phenomena
- Twisting, Tearing and Flicking Effects in String Animations
- Introduction
- Related Work
- Chain Shape Matching (CSM)
- Twisting Effects
- Tearing and Flicking Effects
- Stress and Strain
- Strain Limiting
- Tension Estimation
- Tearing and Flicking a String
- Collision Handling
- Results
- Conclusion and Future Work
- References
- Adaptive Grid Refinement Using View-Dependent Octree for Grid-Based Smoke Simulation
- Introduction
- Related Work
- Proposed Method
- Octree Structure
- Measuring Fluid Variation
- View-Dependent Weighting Factor
- Adaptive Thresholds
- Refinement Conditions
- Smoke Simulation
- Results and Discussion
- Conclusion
- References
- A Simple Method for Real-Time Metal Shell Simulation
- Introduction
- Related Work
- Mesh Segmentation
- Collision Detection and Response
- Deformation Simulation
- Globalize the Deformation with Spring-Mass Model
- Result
- Conclusion
- References
- Motion Synthesis II
- LocoTest: Deploying and Evaluating Physics-Based Locomotion on Multiple Simulation Platforms
- Introduction
- Simulation Platforms Overview
- Character Control and Simulation Pipeline
- Implementation Details
- Simulation World
- Objects
- Joints
- Creating Objects and Joints
- Collision Detection and Processing
- Collision Filtering
- Collision Postprocessing
- Performance Evaluation and Comparison
- Conclusion
- References
- Parametric Control of Captured Mesh Sequences for Real-Time Animation
- Introduction
- Related Work
- Performance Capture
- Shape Similarity Tree
- Mesh Sequence Alignment
- Mesh Sequence Parametrisation
- Real-Time Non-linear Mesh Sequence Blending
- High-Level Parametric Control
- Results
- Conclusions
- References
- Real-Time Interactive Character Animation by Parallelization of Genetic Algorithms
- Introduction
- Related Work
- Motion Clips Extraction
- Controller Construction
- Problem Formulation
- Approximation Accuracy
- Parallelization of Genetic Algorithms
- Experiments
- Discussion and Future Work
- References
- Crowd Simulation
- Improved Benchmarking for Steering Algorithms
- Introduction
- Experience with SteerBench
- Metrics for Evaluation
- Benchmarks for Evaluation
- Results
- Conclusion
- References
- When a Couple Goes Together: Walk along Steering
- Introduction
- General Architecture and Implemented Steering Behaviors
- Walk along Steering Behavior
- Advanced Walk along Behavior - The Give Way Parameter
- Advanced Walk along Behavior - The Wait for Partner Parameter
- Evaluation
- Method
- Results
- Discussion and Possible Improvements
- Conclusion
- References
- Path Planning and Navigation I
- Parallel Ripple Search - Scalable and Efficient Pathfinding for Multi-core Architectures
- Introduction and Previous Work
- Parallel Pathfinding Implementations
- PBS: Parallel Bidirectional Search
- DFS: Distributed Fringe Search
- PHS: Parallel Hierarchic Search
- Algorithm Evaluation and Comparison
- PRS: Parallel Ripple Search
- Algorithm
- Performance
- Conclusion and Future Work
- References
- Hybrid Path Planning for Massive Crowd Simulation on the GPU
- Introduction
- Related Work
- Overview of the Proposed System
- Constructing the Graph
- Determining the Region of Interest
- Potential Field Solver
- GPU Implementation
- A* Implementation
- Potential Field Solver
- Results
- Conclusions
- References
- Space-Time Planning in Dynamic Environments with Unknown Evolution
- Introduction
- Related Work
- Characters and Objects Representations
- The Character and Its Navigation Capabilities
- Augmenting Geometry with Interaction Volumes
- Definition of the Interaction Volumes.
- Local roadmap generation.
- Properties of the Representation
- Finding a Path in a Dynamic Environment
- Tracking Topology Modifications
- A Two-Level Path Planner
- Results
- Conclusion and Future Work
- References
- Path Planning and Navigation II
- Automatic Generation of Suboptimal NavMeshes
- Introduction
- Related Work
- The Automatic Navigation Mesh Generator (ANavMG)
- Previous Concepts
- Creating Portals
- Convexity Relaxation
- Discussion on the Navigation Mesh Created
- Results and Future Work
- Conclusions and Future Work
- References
- Roadmap-Based Level Clearing of Buildings
- Introduction
- Related Work
- Problem Definition
- Environment Encoding
- Overview of System
- Approach
- Roadmaps
- Level Clear Algorithms
- Strategy 1: Guard and Coverage Locations
- Strategy 2: Guard Locations and Clearing Paths
- Pathway Assignments
- Dependence on Mapping
- Experimental Results
- 4 Floor, 5 Hallways
- 3 Floor Office Building
- Conclusion
- References
- From Geometry to Spatial Reasoning : Automatic Structuring of 3D Virtual Environments
- Introduction
- Related Work
- Spatial Analysis of Geometric Environments
- Prismatic Subdivision and Low Level Topology
- Meaningful Zones Computation
- Informed Hierarchical Topological Graph
- Multi-criteria Path Planning
- Zone Matching
- Multi-criteria Path Planning
- Results
- Conclusion
- References
- Posters
- Reconstructing Motion Capture Data for Human Crowd Study
- Introduction
- Related Work
- A Method for Automatic Labeling and Reconstruction of Crowd Motion Data
- Global Motion Data Transformation
- Markers Labeling
- Estimation of Participant Position
- Results and Evaluation
- Validation of the Pedestrian Position Estimation
- Evaluation of the Overall Method
- Discussion and Conclusion
- References
- A Quantitative Methodology to Evaluate Motion-Based Animation Techniques
- Introduction
- Related Work
- Quantitative Evaluation Methodology
- Time-Alignment
- Naïve Degree of Freedom Replacement
- Motion Normalization
- Motion Distance Computation
- Motion Splicing Validation
- Spatial Body Alignment
- Segmentation-Based Algorithm
- Naïve Degree of Freedom Replacement
- Experimental Results
- Human Motion Database
- Motion Splicing Evaluation
- Conclusion
- References
- Parallelized Incomplete Poisson Preconditioner in Cloth Simulation
- Introduction
- Related Work
- Cloth Simulation Overview
- Preconditioned Conjugate Gradient Solver
- Preconditioning Methods
- Evaluation Results
- Benchmarks
- Preconditioner Evaluation
- Parallelization Results
- Conclusion and Future Work
- References
- Walk This Way: A Lightweight, Data-Driven Walking Synthesis Algorithm
- Introduction
- Related Work
- Walking Gait
- Gait Properties
- Motion and Motion Warping
- Gait Transformation
- Offline Processing
- Steady-State Gait
- Mid-stride Acceleration
- Turning
- Inverse Kinematics Solver
- Results and Analysis
- Performance and Limitations
- Conclusion
- References
- Long Term Real Trajectory Reuse through Region Goal Satisfaction
- Introduction
- Related Works
- Extracting Human Trajectories from a Real Scene
- Background Subtraction and Shadows Removal
- Multiple Pedestrian Detection and Tracking
- Trajectory Rectification
- Re-using Human Trajectories in a Virtual Scene
- Generating Path from Given Trajectories
- Real-Time Collision Handling
- Results
- Conclusion
- References
- Directional Constraint Enforcement for Fast Cloth Simulation
- Introduction
- Related Work
- Cloth Model
- Forces
- Verlet Integration
- Directional Constraint Enforcement
- Using Multiple Correction Maps
- Results and Discussion
- Limitations
- Conclusion
- References
- A Comparison and Evaluation of Motion Indexing Techniques
- Introduction
- PCA-Based Methods
- PCA-Based Motion Segmentation
- PCA-Based Motion Indexing
- Feature-Based Method
- Feature-Based Motion Indexing
- DTW-Based Methods
- 3D Point Cloud Based Distance
- Quaternion Based Distance
- Evaluation and Comparison
- Conclusions
- References
- Detecting 3D Position and Orientation of a Wii Remote Using Webcams
- Introduction
- Previous Work
- In Theory
- The Wii Remote and the Wii MotionPlus
- PlayStation Move
- Discussion
- Implementation
- Determining Position Using Triangulation
- Determining Orientation
- Combining Position and Orientation
- Object Tracking
- Results
- Conclusion and Future Work
- References
- Author Index
System requirements
File format: PDF
Copy protection: Watermark-DRM (Digital Rights Management)
System requirements:
- Computer (Windows; MacOS X; Linux): Use the free software Adobe Reader, Adobe Digital Editions, or any other PDF viewer of your choice (see eBook Help).
- Tablet/Smartphone (Android; iOS): Install the free app Adobe Digital Editions or another reading app for eBooks, e.g., PocketBook (see eBook Help).
- E-reader: Bookeen, Kobo, Pocketbook, Sony, Tolino and many more (only limited: Kindle).
The file format PDF always displays a book page identically on any hardware. This makes PDF suitable for complex layouts such as those used in textbooks and reference books (images, tables, columns, footnotes). Unfortunately, on the small screens of e-readers or smartphones, PDFs are rather annoying, requiring too much scrolling.
This eBook uses Watermark-DRM, a „soft” copy protection. This means that there are no technical restrictions to prevent illegal distribution. However, there is a personalised watermark embedded in the eBook that can be used to identify the purchaser of the eBook in the event of misuse and to provide evidence for legal purposes.
For more information, see our eBook Help page.