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 52 results.
Result #21 of 52.
Motion Capture for a Natural Tree in the WindJie Long, Cory Reimschussel, Ontario Britton, Anthony Hall, Michael JonesMotion in Games, November 2010, pp. 158--169.
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Result #22 of 52.
Active Geometry for Game CharactersDamien Rohmer, Stefanie Hahmann, Marie-Paule CaniMotion in Games, November 2010, pp. 170--181.
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Result #23 of 52.
CAROSA: A Tool for Authoring NPCsJan M. AllbeckMotion in Games, November 2010, pp. 182--193.
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Result #24 of 52.
BehaveRT: A GPU-Based Library for Autonomous CharactersUgo Erra, Bernardino Frola, Vittorio ScaranoMotion in Games, November 2010, pp. 194--205.
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Result #25 of 52.
Level of Detail AI for Virtual Characters in Games and SimulationMichael Wißner, Felix Kistler, Elisabeth AndréMotion in Games, November 2010, pp. 206--217.
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Result #26 of 52.
Scalable and Robust Shepherding via Deformable ShapesJoseph F. Harrison, Christopher Vo, Jyh-Ming LienMotion in Games, November 2010, pp. 218--229.
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Result #27 of 52.
Navigation Queries from Triangular MeshesMarcelo KallmannMotion in Games, November 2010, pp. 230--241.
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Result #28 of 52.
Motion Parameterization with Inverse BlendingYazhou Huang, Marcelo KallmannMotion in Games, November 2010, pp. 242--253.
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Result #29 of 52.
Planning and Synthesizing Superhero MotionsKatsu Yamane, Kwang Won SokMotion in Games, November 2010, pp. 254--265.
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Result #30 of 52.
Perception Based Real-Time Dynamic Adaptation of Human MotionsLudovic Hoyet, Franck Multon, Taku Komura, Anatole LecuyerMotion in Games, November 2010, pp. 266--277.
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