Motion in Games : Second International Workshop, MIG 2009, Zeist, The Netherlands, November 21-24, 2009 - Taschenbuch
2009, ISBN: 3642103464
[EAN: 9783642103469], Neubuch, [SC: 0.0], [PU: Springer Berlin Heidelberg], COMPUTERSPIEL / PROGRAMMIERUNG; DATENVERARBEITUNG ANWENDUNGEN ALLGEMEIN; EDV THEORIE SOFTWARE-ENTW. ALLGEMEINES… Mehr…
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2009, ISBN: 3642103464
Following the very successful Motion in Games event in June 2008, we or- nized the Second International Workshop on Motion in Games (MIG) during November 21-24, 2009 in Zeist, The Netherl… Mehr…
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2009, ISBN: 9783642103469
Following the very successful Motion in Games event in June 2008, we or- nized the Second International Workshop on Motion in Games (MIG) during November 21–24, 2009 in Zeist, The Netherl… Mehr…
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Motion in Games Second International Workshop, MIG 2009, Zeist, The Netherlands, November 21-24, 2009 2009 - gebrauchtes Buch
2009, ISBN: 9783642103469
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2009, ISBN: 9783642103469
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Motion in Games : Second International Workshop, MIG 2009, Zeist, The Netherlands, November 21-24, 2009 - Taschenbuch
2009, ISBN: 3642103464
[EAN: 9783642103469], Neubuch, [SC: 0.0], [PU: Springer Berlin Heidelberg], COMPUTERSPIEL / PROGRAMMIERUNG; DATENVERARBEITUNG ANWENDUNGEN ALLGEMEIN; EDV THEORIE SOFTWARE-ENTW. ALLGEMEINES… Mehr…
2009, ISBN: 3642103464
Following the very successful Motion in Games event in June 2008, we or- nized the Second International Workshop on Motion in Games (MIG) during November 21-24, 2009 in Zeist, The Netherl… Mehr…
2009
ISBN: 9783642103469
Following the very successful Motion in Games event in June 2008, we or- nized the Second International Workshop on Motion in Games (MIG) during November 21–24, 2009 in Zeist, The Netherl… Mehr…
Motion in Games Second International Workshop, MIG 2009, Zeist, The Netherlands, November 21-24, 2009 2009 - gebrauchtes Buch
2009, ISBN: 9783642103469
2009 Neubindung, Buchrücken leicht angestossen und eingerissen 6132063/12 Versandkostenfreie Lieferung virtual, life, environments, motion, analysis, avatars, editing, H264, capture, si… Mehr…
2009, ISBN: 9783642103469
*Motion in Games* - Second International Workshop MIG 2009 Zeist The Netherlands November 21-24 2009. Auflage 2009 / Taschenbuch für 53.49 € / Aus dem Bereich: Bücher, Ratgeber, Computer … Mehr…
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Detailangaben zum Buch - Motion in Games
EAN (ISBN-13): 9783642103469
ISBN (ISBN-10): 3642103464
Gebundene Ausgabe
Taschenbuch
Erscheinungsjahr: 2009
Herausgeber: Springer Berlin Heidelberg
267 Seiten
Gewicht: 0,442 kg
Sprache: eng/Englisch
Buch in der Datenbank seit 2009-07-18T21:05:03+02:00 (Zurich)
Detailseite zuletzt geändert am 2024-02-09T13:41:39+01:00 (Zurich)
ISBN/EAN: 9783642103469
ISBN - alternative Schreibweisen:
3-642-10346-4, 978-3-642-10346-9
Alternative Schreibweisen und verwandte Suchbegriffe:
Autor des Buches: egge, games workshop
Titel des Buches: mig, vision motion, computer vision graphics, games workshop, zeist, the workshop book, international computer graphics, november, the science book, image science
Daten vom Verlag:
Autor/in: Arjan Egges; Roland Geraerts; Mark Overmars
Titel: Lecture Notes in Computer Science; Image Processing, Computer Vision, Pattern Recognition, and Graphics; Motion in Games - Second International Workshop, MIG 2009, Zeist, The Netherlands, November 21-24, 2009
Verlag: Springer; Springer Berlin
269 Seiten
Erscheinungsjahr: 2009-11-05
Berlin; Heidelberg; DE
Sprache: Englisch
53,49 € (DE)
54,99 € (AT)
59,00 CHF (CH)
Available
XI, 269 p.
BC; Hardcover, Softcover / Informatik, EDV/Anwendungs-Software; Grafikprogrammierung; Verstehen; H.264; avatars; computer graphics; facial animation; inverse kinematics; motion analysis; motion capture; motion editing; motion patterns; rendering; shadow maps; simulation; video games; virtual environments; virtual life; Computer Graphics; User Interfaces and Human Computer Interaction; Computer Modelling; Computer Imaging, Vision, Pattern Recognition and Graphics; Automated Pattern Recognition; Media Design; Mensch-Computer-Interaktion; Computermodellierung und -simulation; Bildverarbeitung; Mustererkennung; Grafische und digitale Media-Anwendungen; EA
Avoidance Behaviour.- Collision Avoidance between Avatars of Real and Virtual Individuals.- CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds.- Exploiting Motion Capture to Enhance Avoidance Behaviour in Games.- A Predictive Collision Avoidance Model for Pedestrian Simulation.- Behaviour and Affect.- Applying Affect Recognition in Serious Games: The PlayMancer Project.- A Comparative Review of Reactive Behaviour Models as Proposed in Computer Graphics and Cognitive Sciences.- Crowd Simulation.- Data Driven Evaluation of Crowds.- Variety Is the Spice of (Virtual) Life.- Interactive Modeling, Simulation and Control of Large-Scale Crowds and Traffic.- Motion Analysis and Synthesis.- A Velocity-Curvature Space Approach for Walking Motions Analysis.- Motion Pattern Encapsulation for Data-Driven Constraint-Based Motion Editing.- Real-Time Character Control for Wrestling Games.- Motion Planning and Synthesis of Human-Like Characters in Constrained Environments.- Navigation and Steering.- A Semantic Navigation Model for Video Games.- An Open Framework for Developing, Evaluating, and Sharing Steering Algorithms.- Data Based Steering of Virtual Human Using a Velocity-Space Approach.- Path Abstraction for Combined Navigation and Animation.- Camera Planning in Virtual Environments Using the Corridor Map Method.- Physics.- Adaptive Physics–Inspired Facial Animation.- Evolved Controllers for Simulated Locomotion.- Integrated Analytic and Linearized Inverse Kinematics for Precise Full Body Interactions.- Rendering and Video.- Light Space Cascaded Shadow Maps for Large Scale Dynamic Environments.- Practical and Scalable Transmission of Segmented Video Sequences to Multiple Players Using H.264.Weitere, andere Bücher, die diesem Buch sehr ähnlich sein könnten:
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