Proceedings of Motion on Games最新文献

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A Generalized Exact Arbitrary Clearance Technique for Navigation Meshes 导航网格的广义精确任意间隙技术
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522900
Ramon Oliva, N. Pelechano
{"title":"A Generalized Exact Arbitrary Clearance Technique for Navigation Meshes","authors":"Ramon Oliva, N. Pelechano","doi":"10.1145/2522628.2522900","DOIUrl":"https://doi.org/10.1145/2522628.2522900","url":null,"abstract":"There are two frequent artifacts in crowd simulation, the first one appears when all agents attempt to traverse the navigation mesh sharing the same way point over portals, increasing the probability of collision against other agents and lining up towards portals; the second one is caused by way points being assigned at locations where clearance is not guaranteed which causes the agents to walk too close to the static geometry, slide along walls or even get stuck. In this work we propose a novel method for dynamically calculating way points based on current trajectory, destination, and clearance while using the full length of the portal, thus guaranteeing that agents in a crowd will have different way points assigned. To guarantee collision free paths we propose two novel techniques: the first one provides the computation of paths with clearance for cells of any shape (even with concavities) and the second one presents a new method for calculating portals with clearance, so that the dynamically assigned way points will always guarantee collision free paths. We evaluate our results with a variety of scenarios, and compare our results against traditional way points at the center of portals to show that our technique offers a better use of the space by the agents, as well as a reduction in the number of collisions.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"85 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116417652","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 13
SteerPlex SteerPlex
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522650
G. Berseth, Mubbasir Kapadia, P. Faloutsos
{"title":"SteerPlex","authors":"G. Berseth, Mubbasir Kapadia, P. Faloutsos","doi":"10.1145/2522628.2522650","DOIUrl":"https://doi.org/10.1145/2522628.2522650","url":null,"abstract":"The complexity of interactive virtual worlds has increased dramatically in recent years, with a rise in mature solutions for designing large-scale environments and populating them with hundreds and thousands of autonomous characters. An interesting problem that arises in this context, and that has received little attention to date, is whether we can predict the complexity of a steering scenario by analyzing the configuration of the environment and the agents involved. We statically analyze an input scenario and compute a set of novel salient features which characterize the expected interactions between agents and obstacles during simulation. Using a statistical approach, we automatically derive the relative influence of each feature on the complexity of a scenario in order to derive a single numerical quantity of expected scenario complexity. We validate our proposed metric by demonstrating a strong negative correlation between the statically computed expected complexity and the dynamic performance of three published crowd simulation techniques.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"337 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115883584","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 10
Singularity Free Parametrization of Human Limbs 人体肢体的无奇异参数化
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522649
E. Molla, R. Boulic
{"title":"Singularity Free Parametrization of Human Limbs","authors":"E. Molla, R. Boulic","doi":"10.1145/2522628.2522649","DOIUrl":"https://doi.org/10.1145/2522628.2522649","url":null,"abstract":"In this paper we propose the Middle-Axis-Rotation (MAR) parametrization of human limbs that addresses the ill-conditioned cases of analytical Inverse Kinematics (IK) algorithms. The MAR parametrization is singularity-free in the reach space of the human limbs. Unlike the swivel representation, it does not rely on the projection of an additional fixed vector. In addition, we express the joint limits of each joint of the limb in terms of the redundancy of the new decomposition. In the specific case of the upper limb, we analyse the contribution of the clavicle to produce biomechanically meaningful postures. We illustrate various real-time applications of this approach.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"198 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115009918","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
Proximity Queries for Crowd Simulation Using Truncated Voronoi Diagrams 使用截断Voronoi图的人群模拟邻近查询
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522657
Oriam de Gyves, Leonel Toledo, Isaac Rudomín
{"title":"Proximity Queries for Crowd Simulation Using Truncated Voronoi Diagrams","authors":"Oriam de Gyves, Leonel Toledo, Isaac Rudomín","doi":"10.1145/2522628.2522657","DOIUrl":"https://doi.org/10.1145/2522628.2522657","url":null,"abstract":"Crowd simulation has been used in the entertainment industry to create populated environments that seem more realistic than isolated scenes, specially in urban areas. Video games are no exception, but the simulation of large crowds is often restrained by the remaining compute time available in CPUs, which is often used for most part of the game loop. This paper presents a parallel technique, using consumer grade graphics hardware, for proximity queries that is suitable for real-time crowd simulations. We use a truncated Voronoi diagram and a sampling technique, using ray marching, to find agents' neighbors in an environment texture. The experimental results suggest that our technique has significantly better performance than similar methods and can achieve simulations with thousands of agents in interactive frame rate.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129645845","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Enhancements to Model-reduced Fluid Simulation 对模型简化流体模拟的增强
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522634
Dan Gerszewski, L. Kavan, Peter-Pike J. Sloan, Adam W. Bargteil
{"title":"Enhancements to Model-reduced Fluid Simulation","authors":"Dan Gerszewski, L. Kavan, Peter-Pike J. Sloan, Adam W. Bargteil","doi":"10.1145/2522628.2522634","DOIUrl":"https://doi.org/10.1145/2522628.2522634","url":null,"abstract":"We present several enhancements to model-reduced fluid simulation that allow improved simulation bases and two-way solid-fluid coupling. Specifically, we present a basis enrichment scheme that allows us to combine data driven or artistically derived bases with more general analytic bases derived from Laplacian Eigenfunctions. We handle two-way solid-fluid coupling in a time-splitting fashion---we alternately timestep the fluid and rigid body simulators, while taking into account the effects of the fluid on the rigid bodies and vice versa. We employ the vortex panel method to handle solid-fluid coupling and use dynamic pressure to compute the effect of the fluid on rigid bodies.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126357496","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Burning Paper: Simulation at the Fiber's Level 燃烧的纸:纤维层面的模拟
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522906
Caroline Larboulette, P. Quesada, O. Dumas
{"title":"Burning Paper: Simulation at the Fiber's Level","authors":"Caroline Larboulette, P. Quesada, O. Dumas","doi":"10.1145/2522628.2522906","DOIUrl":"https://doi.org/10.1145/2522628.2522906","url":null,"abstract":"This paper presents a novel physically based algorithm that simulates the deformation of paper when it burns. We use a particle system to represent the fire and a mass-spring system coupled to a heat propagation solver to deform the polygonal mesh representing the paper sheet. When burnout, the paper becomes non-elastic and fractures automatically occur where the stress is important. By tuning the physical parameters of size, grammage, density, dimensional stability, specific heat and thermal conductivity, we are able to simulate the crumpling and burning of various types of paper as we show with our results.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"29 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124600571","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Dynamic Sprites 动态的精灵
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522631
Ben Jones, J. Popović, J. McCann, Wilmot Li, Adam W. Bargteil
{"title":"Dynamic Sprites","authors":"Ben Jones, J. Popović, J. McCann, Wilmot Li, Adam W. Bargteil","doi":"10.1145/2522628.2522631","DOIUrl":"https://doi.org/10.1145/2522628.2522631","url":null,"abstract":"Traditional methods for creating dynamic objects and characters from static drawings involve careful tweaking of animation curves and/or simulation parameters. Sprite sheets offer a more drawing-centric solution, but they do not encode timing information or the logic that determines how objects should transition between poses and cannot generalize outside the given drawings. We present an approach for creating dynamic sprites that leverages sprite sheets while addressing these limitations. In our system, artists create a drawing, deform it to specify a small number of example poses, and indicate which poses can be interpolated. To make the object move, we design a procedural simulation to navigate the pose manifold in response to external or user-controlled forces. Powerful artistic control is achieved by allowing the artist to specify both the pose manifold and how it is navigated, while physics is leveraged to provide timing and generality. We used our method to create sprites with a range of different dynamic properties.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126966526","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 12
Emotion Recognition for Exergames using Laban Movement Analysis 基于Laban动作分析的动作游戏情感识别
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522651
Haris Zacharatos, C. Gatzoulis, Y. Chrysanthou, A. Aristidou
{"title":"Emotion Recognition for Exergames using Laban Movement Analysis","authors":"Haris Zacharatos, C. Gatzoulis, Y. Chrysanthou, A. Aristidou","doi":"10.1145/2522628.2522651","DOIUrl":"https://doi.org/10.1145/2522628.2522651","url":null,"abstract":"Exergames do not have the capacity to detect whether the players are really enjoying the game-play. The games are not intelligent enough to detect significant emotional states and adapt accordingly in order to offer a better user experience for the players. We propose a set of body motion features, based on the Effort component of Laban Movement Analysis (LMA), that are used to provide sets of classifiers for emotion recognition in a game scenario for four emotional states:concentration, meditation, excitement and frustration. Experimental results show that, the system is capable of successfully recognizing the four different emotional states at a very high rate.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128457678","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 44
Evaluating perceived trust from procedurally animated gaze 从程序动画凝视中评估感知信任
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522630
Aline Normoyle, J. Badler, Teresa Fan, N. Badler, V. Cassol, S. Musse
{"title":"Evaluating perceived trust from procedurally animated gaze","authors":"Aline Normoyle, J. Badler, Teresa Fan, N. Badler, V. Cassol, S. Musse","doi":"10.1145/2522628.2522630","DOIUrl":"https://doi.org/10.1145/2522628.2522630","url":null,"abstract":"Adventure role playing games (RPGs) provide players with increasingly expansive worlds, compelling storylines, and meaningful fictional character interactions. Despite the fast-growing richness of these worlds, the majority of interactions between the player and non-player characters (NPCs) still remain scripted. In this paper we propose using an NPC's animations to reflect how they feel towards the player and as a proof of concept, investigate the potential for a straightforward gaze model to convey trust. Through two perceptual experiments, we find that viewers can distinguish between high and low trust animations, that viewers associate the gaze differences specifically with trust and not with an unrelated attitude (aggression), and that the effect can hold for different facial expressions and scene contexts, even when viewed by participants for a short (five second) clip length. With an additional experiment, we explore the extent that trust is uniquely conveyed over other attitudes associated with gaze, such as interest, unfriendliness, and admiration.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123303084","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 39
Psycho-physical Crowds 心理的人群
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2541249
S. Guy
{"title":"Psycho-physical Crowds","authors":"S. Guy","doi":"10.1145/2522628.2541249","DOIUrl":"https://doi.org/10.1145/2522628.2541249","url":null,"abstract":"Human crowds are becoming an increasingly important component of video games and virtual environments. However, as these virtual worlds become more realistic, the simulation of human crowds must become more sophisticated to keep pace. Much recent work in the field of crowd simulation has focused on improving aspects relating to navigation and collision avoidance in order to create complex, collision free trajectories. However, this paper argues that an equally important aspect of creating believable crowds is simulating aspects beyond navigation such as the internal psychological state of a simulated agent and external physical forces. We also discuss how recently proposed methods can be used to simulate these physical and psychological aspects of crowd simulations while maintaining high-quality, collision free motion.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"117 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132133769","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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