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Motion in Games: 4th International Conference, MIG 2011, by C. Karen Liu, Victor B. Zordan (auth.), Jan M. Allbeck,

By C. Karen Liu, Victor B. Zordan (auth.), Jan M. Allbeck, Petros Faloutsos (eds.)

This booklet constitutes the complaints of the 4th foreign Workshop on movement in video games, held in Edinburgh, united kingdom, in November 2011.
The 30 revised complete papers provided including eight revised poster papers during this quantity have been conscientiously reviewed and chosen from quite a few submissions. The papers are geared up in topical sections on personality animation, movement synthesis, physically-based personality movement, habit animation, animation platforms, crowd simulation, in addition to direction making plans and navigation.

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Additional info for Motion in Games: 4th International Conference, MIG 2011, Edinburgh, UK, November 13-15, 2011. Proceedings

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Peng et al. triangles. As a result, the vertex indices of a triangle are replaced with the target indices returned from the per-vertex lookup of the collapsing information. The detailed description can be referred in [13]. 3 Deforming LODs In order to animate a 3D mesh, we apply the standard smooth skinning algorithm, which uses information defined as skin and skeleton. Skeleton is a set of interconnected bones organized in an inverted tree hierarchy. Skin indicates how the vertices are influenced by the skeleton.

However, a slight tendency towards the male-end of the scale can be observed. 24 I. Damian et al. Table 3. Results of the survey showing the average and the p values of each dimension. The values ranged from 1 to 7, where 1 represents most introverted or female, and 7 represents most extroverted or male. 03 Overall, we observed that the perception was influenced by the appearance of the virtual agents. This effect was visible in the gender test, where, due to the male appearance of the virtual agents in both videos, the results show a tendency towards the male-end of the scale.

Of triangles” represents the number of triangles used in our approach comparing to that of pseudo-instancing. Since our approach adjusts 36 C. Peng et al. Table 1. Performance benchmark of our approach with varying number of characters No. of instances 32 64 128 256 512 1,024 2,048 4,096 8,192 FPS 337 292 228 156 111 79 47 26 16 LOD Triangle Updating Rendering No. 7% of triangles are maintained while preserving the visual fidelity. “Triangle Reformation” time shows our approach scales well with the number of triangles.

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