Motion in Games [electronic resource] : 4th International Conference, MIG 2011, Edinburgh, UK, November 13-15, 2011. Proceedings / edited by Jan M. Allbeck, Petros Faloutsos.

Por: Allbeck, Jan M [editor.]Colaborador(es): Faloutsos, Petros [editor.]Tipo de material: TextoTextoSeries Lecture Notes in Computer Science, 7060Editor: Berlin, Heidelberg : Springer Berlin Heidelberg, 2011Descripción: XII, 460p. online resourceTipo de contenido: text Tipo de medio: computer Tipo de portador: online resourceISBN: 9783642250903Trabajos contenidos: SpringerLink (Online service)Tema(s): Computer science | Computer software | Artificial intelligence | Computer simulation | Computer vision | Computer Science | Computer Imaging, Vision, Pattern Recognition and Graphics | Information Systems Applications (incl. Internet) | Artificial Intelligence (incl. Robotics) | User Interfaces and Human Computer Interaction | Simulation and Modeling | Algorithm Analysis and Problem ComplexityFormatos físicos adicionales: Sin títuloClasificación CDD: 006.6 Clasificación LoC:T385TA1637-1638TK7882.P3Recursos en línea: de clik aquí para ver el libro electrónico Springer eBooksResumen: This book constitutes the proceedings of the 4th International Workshop on Motion in Games, held in Edinburgh, UK, in November 2011. The 30 revised full papers presented together with 8 revised poster papers in this volume were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on character animation, motion synthesis, physically-based character motion, behavior animation, animation systems, crowd simulation, as well as path planning and navigation.
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This book constitutes the proceedings of the 4th International Workshop on Motion in Games, held in Edinburgh, UK, in November 2011. The 30 revised full papers presented together with 8 revised poster papers in this volume were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on character animation, motion synthesis, physically-based character motion, behavior animation, animation systems, crowd simulation, as well as path planning and navigation.

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