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  • Conference proceedings
  • © 2011

Motion in Games

4th International Conference, MIG 2011, Edinburgh, United Kingdom, November 13-15, 2011, Proceedings

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Part of the book series: Lecture Notes in Computer Science (LNCS, volume 7060)

Part of the book sub series: Image Processing, Computer Vision, Pattern Recognition, and Graphics (LNIP)

Conference series link(s): MIG: International Conference on Motion in Games

Conference proceedings info: MIG 2011.

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Table of contents (38 papers)

  1. Front Matter

  2. Character Animation I

    1. Natural User Interface for Physics-Based Character Animation

      • C. Karen Liu, Victor B. Zordan
      Pages 1-14
    2. Individualized Agent Interactions

      • Ionut Damian, Birgit Endrass, Peter Huber, Nikolaus Bee, Elisabeth André
      Pages 15-26
  3. Motion Synthesis I

    1. Feature-Based Locomotion with Inverse Branch Kinematics

      • Mentar Mahmudi, Marcelo Kallmann
      Pages 39-50
  4. Physically-Based Character Motion

    1. Dynamic Balancing and Walking for Real-Time 3D Characters

      • Ben Kenwright, Richard Davison, Graham Morgan
      Pages 63-73
    2. Injury Assessment for Physics-Based Characters

      • Thomas Geijtenbeek, Diana Vasilescu, Arjan Egges
      Pages 74-85
    3. Reactive Virtual Creatures for Dexterous Physical Interactions

      • Hironori Mitake, Shoichi Hasegawa, Makoto Sato
      Pages 86-97
  5. Character Animation II

    1. Building a Character Animation System

      • Ari Shapiro
      Pages 98-109
    2. Generating Avoidance Motion Using Motion Graph

      • Masaki Oshita, Naoki Masaoka
      Pages 120-131
  6. Behavior Animation

    1. Populations with Purpose

      • Weizi Li, Jan M. Allbeck
      Pages 132-143
    2. Parameterizing Behavior Trees

      • Alexander Shoulson, Francisco M. Garcia, Matthew Jones, Robert Mead, Norman I. Badler
      Pages 144-155
  7. Animation Systems

    1. Intelligent Camera Control Using Behavior Trees

      • Daniel Markowitz, Joseph T. Kider Jr., Alexander Shoulson, Norman I. Badler
      Pages 156-167
    2. A Decision Theoretic Approach to Motion Saliency in Computer Animations

      • Sami Arpa, Abdullah Bulbul, Tolga Capin
      Pages 168-179
  8. Simulation of Natural Phenomena

    1. Twisting, Tearing and Flicking Effects in String Animations

      • Witawat Rungjiratananon, Yoshihiro Kanamori, Napaporn Metaaphanon, Yosuke Bando, Bing-Yu Chen, Tomoyuki Nishita
      Pages 192-203
    2. Adaptive Grid Refinement Using View-Dependent Octree for Grid-Based Smoke Simulation

      • Rinchai Bunlutangtum, Pizzanu Kanongchaiyos
      Pages 204-215
    3. A Simple Method for Real-Time Metal Shell Simulation

      • Zhi Dong, Shiqiu Liu, Yuntao Ou, Yunxin Zheng
      Pages 216-226

Other Volumes

  1. Motion in Games

About this book

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.

Editors and Affiliations

  • Department of Computer Science,Volgenau School of Information, Technology and Engineering, George Mason University, Fairfax, USA

    Jan M. Allbeck

  • Department of Computer Science and Engineering, York University, Toronto, Canada

    Petros Faloutsos

Bibliographic Information

Buy it now

Buying options

eBook USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access