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 #51 of 62.
Real-Time Hair Simulation with Segment-Based Head Collision
Eduardo Poyart, Petros Faloutsos
Motion in Games, November 2010, pp. 386--397.
(more...)
Result #52 of 62.
Subgraphs Generating Algorithm for Obtaining Set of Node-Disjoint Paths in Terrain-Based Mesh Graphs
Zbigniew Tarapata, Stefan Wroclawski
Motion in Games, November 2010, pp. 398--409.
(more...)
Result #53 of 62.
Path-Planning for RTS Games Based on Potential Fields
Renato Silveira, Leonardo Fischer, José Antônio Salini Ferreira, Edson Prestes
Motion in Games, November 2010, pp. 410--421.
(more...)
Result #54 of 62.
Learning Human Action Sequence Style from Video for Transfer to 3D Game Characters
XiaoLong Chen, Kaustubha Mendhurwar, Sudhir Mudur, Thiruvengadam Radhakrishnan
Motion in Games, November 2010, pp. 422--433.
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Result #55 of 62.
Spatial Relationship Preserving Character Motion Adaptation
Edmond S. L. Ho, Taku Komura, Chiew-Lan Tai
In ACM Transactions on Graphics, 29(4), July 2010.
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Result #56 of 62.
Character Motion Synthesis by Topology Coordinates
Edmond S. L. Ho, Taku Komura
In Computer Graphics Forum, 28(2), 2009.
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Result #57 of 62.
Real-Time Character Control for Wrestling Games
Edmond S. L. Ho, Taku Komura
Motion in Games, November 2009, pp. 128--137.
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Result #58 of 62.
Simulating interactions of avatars in high dimensional state space
Hubert P. H. Shum, Taku Komura, Shuntaro Yamazaki
Symposium on Interactive 3D Graphics and Games, February 2008, pp. 131--138.
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Result #59 of 62.
From Motion Capture to Real-Time Character Animation
Franck Multon, Richard Kulpa, Ludovic Hoyet, Taku Komura
Motion in Games, June 2008, pp. 72--81.
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Result #60 of 62.
Simulating Interactions of Characters
Taku Komura, Hubert P. H. Shum, Edmond S. L. Ho
Motion in Games, June 2008, pp. 94--103.
(more...)

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