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 SamplingJe-Ren Chen, Anthony SteedMotion in Games, November 2011, pp. 51--62.
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Result #12 of 46.
Dynamic Balancing and Walking for Real-Time 3D CharactersBen Kenwright, Richard Davison, Graham MorganMotion in Games, November 2011, pp. 63--73.
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Result #13 of 46.
Injury Assessment for Physics-Based CharactersThomas Geijtenbeek, Diana Vasilescu, Arjan EggesMotion in Games, November 2011, pp. 74--85.
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Result #14 of 46.
Reactive Virtual Creatures for Dexterous Physical InteractionsHironori Mitake, Shoichi Hasegawa, Makoto SatoMotion in Games, November 2011, pp. 86--97.
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Result #15 of 46.
Building a Character Animation SystemAri ShapiroMotion in Games, November 2011, pp. 98--109.
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Result #16 of 46.
Energy-Based Pose Unfolding and Interpolation for 3D Articulated CharactersHe Wang, Taku KomuraMotion in Games, November 2011, pp. 110--119.
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Result #17 of 46.
Generating Avoidance Motion Using Motion GraphMasaki Oshita, Naoki MasaokaMotion in Games, November 2011, pp. 120--131.
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Result #18 of 46.
Populations with PurposeWeizi Li, Jan M. AllbeckMotion in Games, November 2011, pp. 132--143.
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Result #19 of 46.
Parameterizing Behavior TreesAlexander Shoulson, Francisco M. Garcia, Matthew Jones, Robert Mead, Norman I. BadlerMotion in Games, November 2011, pp. 144--155.
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Result #20 of 46.
Intelligent Camera Control Using Behavior TreesDaniel Markowitz, Joseph T. Kider, Jr., Alexander Shoulson, Norman I. BadlerMotion in Games, November 2011, pp. 156--167.
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