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 62 results.

Result #31 of 62.
Motion Capture for a Natural Tree in the Wind
Jie Long, Cory Reimschussel, Ontario Britton, Anthony Hall, Michael Jones
Motion in Games, November 2010, pp. 158--169.
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Result #32 of 62.
Active Geometry for Game Characters
Damien Rohmer, Stefanie Hahmann, Marie-Paule Cani
Motion in Games, November 2010, pp. 170--181.
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Result #33 of 62.
CAROSA: A Tool for Authoring NPCs
Jan M. Allbeck
Motion in Games, November 2010, pp. 182--193.
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Result #34 of 62.
BehaveRT: A GPU-Based Library for Autonomous Characters
Ugo Erra, Bernardino Frola, Vittorio Scarano
Motion in Games, November 2010, pp. 194--205.
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Result #35 of 62.
Level of Detail AI for Virtual Characters in Games and Simulation
Michael Wißner, Felix Kistler, Elisabeth André
Motion in Games, November 2010, pp. 206--217.
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Result #36 of 62.
Scalable and Robust Shepherding via Deformable Shapes
Joseph F. Harrison, Christopher Vo, Jyh-Ming Lien
Motion in Games, November 2010, pp. 218--229.
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Result #37 of 62.
Navigation Queries from Triangular Meshes
Marcelo Kallmann
Motion in Games, November 2010, pp. 230--241.
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Result #38 of 62.
Motion Parameterization with Inverse Blending
Yazhou Huang, Marcelo Kallmann
Motion in Games, November 2010, pp. 242--253.
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Result #39 of 62.
Planning and Synthesizing Superhero Motions
Katsu Yamane, Kwang Won Sok
Motion in Games, November 2010, pp. 254--265.
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Result #40 of 62.
Perception Based Real-Time Dynamic Adaptation of Human Motions
Ludovic Hoyet, Franck Multon, Taku Komura, Anatole Lecuyer
Motion in Games, November 2010, pp. 266--277.
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