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 30 results.

Result #1 of 30.
GPGPU-accelerated construction of high-resolution generalized voronoi diagrams and navigation meshes
Rudi Bonfiglioli, Wouter van Toll, Roland Geraerts
Motion in Games, November 2014, pp. 25--30.
(more...)
Result #2 of 30.
Computing high-quality paths in weighted regions
Norman Jaklin, Mark Tibboel, Roland Geraerts
Motion in Games, November 2014, pp. 77--86.
(more...)
Result #3 of 30.
Real-time path planning in heterogeneous environments
Norman Jaklin, Atlas Cook, Roland Geraerts
In Computer Animation and Virtual Worlds, 24(3-4), 2013.
(more...)
Result #4 of 30.
Real-time density-based crowd simulation
Wouter G. van Toll, Atlas F. Cook IV, Roland Geraerts
In Computer Animation and Virtual Worlds, 23(1), 2012.
(more...)
Result #5 of 30.
A navigation mesh for dynamic environments
Wouter G. van Toll, Atlas F. Cook IV, Roland Geraerts
In Computer Animation and Virtual Worlds, 23(6), 2012.
(more...)
Result #6 of 30.
Path Planning for Groups Using Column Generation
Marjan van den Akker, Roland Geraerts, Han Hoogeveen, Corien Prins
Motion in Games, November 2010, pp. 94--105.
(more...)
Result #7 of 30.
Collision Avoidance between Avatars of Real and Virtual Individuals
René van den Berg, Juan Manuel Rejen, Rafael Bidarra
Motion in Games, November 2009, pp. 1--12.
(more...)
Result #8 of 30.
CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds
Sébastien Paris, Anton Gerdelan, Carol O'Sullivan
Motion in Games, November 2009, pp. 13--28.
(more...)
Result #9 of 30.
Exploiting Motion Capture to Enhance Avoidance Behaviour in Games
Ben J. H. van Basten, Sander E. M. Jansen, Ioannis Karamouzas
Motion in Games, November 2009, pp. 29--40.
(more...)
Result #10 of 30.
A Predictive Collision Avoidance Model for Pedestrian Simulation
Ioannis Karamouzas, Peter Heil, Pascal van Beek, Mark H. Overmars
Motion in Games, November 2009, pp. 41--52.
(more...)

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