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 46 results.

Result #11 of 46.
Planning Plausible Human Animation with Environment-Aware Motion Sampling
Je-Ren Chen, Anthony Steed
Motion in Games, November 2011, pp. 51--62.
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Result #12 of 46.
Dynamic Balancing and Walking for Real-Time 3D Characters
Ben Kenwright, Richard Davison, Graham Morgan
Motion in Games, November 2011, pp. 63--73.
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Result #13 of 46.
Injury Assessment for Physics-Based Characters
Thomas Geijtenbeek, Diana Vasilescu, Arjan Egges
Motion in Games, November 2011, pp. 74--85.
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Result #14 of 46.
Reactive Virtual Creatures for Dexterous Physical Interactions
Hironori Mitake, Shoichi Hasegawa, Makoto Sato
Motion in Games, November 2011, pp. 86--97.
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Result #15 of 46.
Building a Character Animation System
Ari Shapiro
Motion in Games, November 2011, pp. 98--109.
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Result #16 of 46.
Energy-Based Pose Unfolding and Interpolation for 3D Articulated Characters
He Wang, Taku Komura
Motion in Games, November 2011, pp. 110--119.
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Result #17 of 46.
Generating Avoidance Motion Using Motion Graph
Masaki Oshita, Naoki Masaoka
Motion in Games, November 2011, pp. 120--131.
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Result #18 of 46.
Populations with Purpose
Weizi Li, Jan M. Allbeck
Motion in Games, November 2011, pp. 132--143.
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Result #19 of 46.
Parameterizing Behavior Trees
Alexander Shoulson, Francisco M. Garcia, Matthew Jones, Robert Mead, Norman I. Badler
Motion in Games, November 2011, pp. 144--155.
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Result #20 of 46.
Intelligent Camera Control Using Behavior Trees
Daniel Markowitz, Joseph T. Kider, Jr., Alexander Shoulson, Norman I. Badler
Motion in Games, November 2011, pp. 156--167.
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