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Motion in Games

Overview of attention for book
Cover of 'Motion in Games'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Natural User Interface for Physics-Based Character Animation
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    Chapter 2 Individualized Agent Interactions
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    Chapter 3 A Real-Time System for Crowd Rendering: Parallel LOD and Texture-Preserving Approach on GPU
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    Chapter 4 Feature-Based Locomotion with Inverse Branch Kinematics
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    Chapter 5 Planning Plausible Human Animation with Environment-Aware Motion Sampling
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    Chapter 6 Dynamic Balancing and Walking for Real-Time 3D Characters
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    Chapter 7 Injury Assessment for Physics-Based Characters
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    Chapter 8 Reactive Virtual Creatures for Dexterous Physical Interactions
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    Chapter 9 Building a Character Animation System
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    Chapter 10 Energy-Based Pose Unfolding and Interpolation for 3D Articulated Characters
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    Chapter 11 Generating Avoidance Motion Using Motion Graph
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    Chapter 12 Populations with Purpose
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    Chapter 13 Parameterizing Behavior Trees
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    Chapter 14 Intelligent Camera Control Using Behavior Trees
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    Chapter 15 A Decision Theoretic Approach to Motion Saliency in Computer Animations
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    Chapter 16 Many-Core Architecture Oriented Parallel Algorithm Design for Computer Animation
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    Chapter 17 Twisting, Tearing and Flicking Effects in String Animations
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    Chapter 18 Adaptive Grid Refinement Using View-Dependent Octree for Grid-Based Smoke Simulation
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    Chapter 19 A Simple Method for Real-Time Metal Shell Simulation
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    Chapter 20 LocoTest: Deploying and Evaluating Physics-Based Locomotion on Multiple Simulation Platforms
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    Chapter 21 Parametric Control of Captured Mesh Sequences for Real-Time Animation
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    Chapter 22 Real-Time Interactive Character Animation by Parallelization of Genetic Algorithms
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    Chapter 23 Improved Benchmarking for Steering Algorithms
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    Chapter 24 When a Couple Goes Together: Walk along Steering
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    Chapter 25 Parallel Ripple Search – Scalable and Efficient Pathfinding for Multi-core Architectures
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    Chapter 26 Hybrid Path Planning for Massive Crowd Simulation on the GPU
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    Chapter 27 Space-Time Planning in Dynamic Environments with Unknown Evolution
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    Chapter 28 Automatic Generation of Suboptimal NavMeshes
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    Chapter 29 Roadmap-Based Level Clearing of Buildings
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    Chapter 30 From Geometry to Spatial Reasoning : Automatic Structuring of 3D Virtual Environments
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    Chapter 31 Reconstructing Motion Capture Data for Human Crowd Study
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    Chapter 32 A Quantitative Methodology to Evaluate Motion-Based Animation Techniques
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    Chapter 33 Parallelized Incomplete Poisson Preconditioner in Cloth Simulation
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    Chapter 34 Walk This Way: A Lightweight, Data-Driven Walking Synthesis Algorithm
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    Chapter 35 Long Term Real Trajectory Reuse through Region Goal Satisfaction
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    Chapter 36 Directional Constraint Enforcement for Fast Cloth Simulation
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    Chapter 37 A Comparison and Evaluation of Motion Indexing Techniques
  39. Altmetric Badge
    Chapter 38 Detecting 3D Position and Orientation of a Wii Remote Using Webcams
Overall attention for this book and its chapters
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Mentioned by

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1 Wikipedia page

Citations

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5 Dimensions

Readers on

mendeley
25 Mendeley
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Title
Motion in Games
Published by
Springer Berlin Heidelberg, January 2011
DOI 10.1007/978-3-642-25090-3
ISBNs
978-3-64-225089-7, 978-3-64-225090-3
Editors

Allbeck, Jan M., Faloutsos, Petros, Allbeck, Jan M., Faloutsos, Petros

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 25 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 25 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 1 4%
Student > Master 1 4%
Unknown 23 92%
Readers by discipline Count As %
Computer Science 2 8%
Unknown 23 92%