graphbib: A searchable database with over 13,000 unique entries from the fields of computer graphics, computer vision, animation, and perception.
Enter a search term in the box. "AND" and "OR" work. Results returned, by year, in descending order (newest first).
Your query returned 24 results.
Result #1 of 24.
Texture Synthesis Based Simulation of Secondary AgentsMarios Kyriakou, Yiorgos ChrysanthouMotion in Games, June 2008, pp. 1--10.
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Result #2 of 24.
Using the Corridor Map Method for Path Planning for a Large Number of CharactersRoland Geraerts, Arno Kamphuis, Ioannis Karamouzas, Mark OvermarsMotion in Games, June 2008, pp. 11--22.
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Result #3 of 24.
Real-Time Path Planning and Navigation for Multi-agent and Crowd SimulationsMing C. Lin, Avneesh Sud, Jur Van den Berg, Russell Gayle, Sean Curtis, Hengchin Yeh, Stephen Guy, Eric Andersen, Sachin Patil, Jason Sewall, Dinesh ManochaMotion in Games, June 2008, pp. 23--32.
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Result #4 of 24.
Populate Your Game SceneJulien PettréMotion in Games, June 2008, pp. 33--42.
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Result #5 of 24.
Hierarchical Path Planning for Virtual CrowdsKai Yip Wong, Céline LoscosMotion in Games, June 2008, pp. 43--50.
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Result #6 of 24.
Towards Embodied and Situated Virtual HumansStéphane Donikian, Sébastien ParisMotion in Games, June 2008, pp. 51--62.
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Result #7 of 24.
Adaptive Body, Motion and ClothNadia Magnenat-Thalmann, Etienne Lyard, Mustafa Kasap, Pascal VolinoMotion in Games, June 2008, pp. 63--71.
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Result #8 of 24.
From Motion Capture to Real-Time Character AnimationFranck Multon, Richard Kulpa, Ludovic Hoyet, Taku KomuraMotion in Games, June 2008, pp. 72--81.
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Result #9 of 24.
More Motion Capture in Games - Can We Make Example-Based Approaches Scale?Michael GleicherMotion in Games, June 2008, pp. 82--93.
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Result #10 of 24.
Simulating Interactions of CharactersTaku Komura, Hubert P. H. Shum, Edmond S. L. HoMotion in Games, June 2008, pp. 94--103.
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