MIG C

33 papers

YearTitle / Authors
20163D hair model from small set of images.
Nuttapon Vanakittistien, Attawith Sudsang, Nuttapong Chentanez
2016A comparative study of navigation meshes.
Wouter van Toll, Roy Triesscheijn, Marcelo Kallmann, Ramon Oliva, Nuria Pelechano, Julien Pettré, Roland Geraerts
2016A data-driven method for variation in animated smiles: extended abstract.
Nick Sohre, Stephen J. Guy
2016A pilot study of comparison gesture analysis in motion driven video games.
Fabrizio Valerio Covone, Brian Vaughan, Charlie Cullen
2016A robust method to extract the rotational part of deformations.
Matthias Müller, Jan Bender, Nuttapong Chentanez, Miles Macklin
2016An event-centric approach to authoring stories in crowds.
Mubbasir Kapadia, Alexander Shoulson, Cyril Steimer, Samuel Oberholzer, Robert W. Sumner, Markus H. Gross
2016An interactive human morphing system with self-occlusion enhancement.
Zhiguang Liu, Howard Leung, Hubert P. H. Shum
2016Anatomical mirroring: real-time user-specific anatomy in motion using a commodity depth camera.
Armelle Bauer, Ali-Hamadi Dicko, François Faure, Olivier Palombi, Jocelyne Troccaz
2016Ballistic motion planning for jumping superheroes.
Mylène Campana, Pierre Fernbach, Steve Tonneau, Michel Taïx, Jean-Paul Laumond
2016Behavioural facial animation using motion graphs and mind maps.
José Serra, Verónica Orvalho, Darren Cosker
2016Confluence: visualizing social physics for interactive narrative.
Qi Dong, Roberto Arias-Yacupoma, Louis Katchen, Mubbasir Kapadia
2016Crowd appearance affects player performance in game combat scenarios.
Emma Carrigan, Elena Kokkinara, Florian Gheorghe, Maxime Houlier, Stéphane Donikian, Rachel McDonnell
2016Curvature and speed for balance quantification during exergaming.
Venustiano Soancatl, Jasper J. van de Gronde, Natasha M. Maurits, Claudine J. C. Lamoth, Jos B. T. M. Roerdink
2016Full-body behavioral path planning in cluttered environments.
Alain Juarez-Perez, Marcelo Kallmann
2016Gestural motion editing using mobile devices.
Noah Lockwood, Karan Singh
2016Human action recognition via skeletal and depth based feature fusion.
Meng Li, Howard Leung, Hubert P. H. Shum
2016Identifying virtual episodes based on character animation traces.
Kuan Wang, Norman I. Badler
2016Improving blendshape performance for crowds with GPU and GPGPU techniques.
Timothy Costigan, Anton Gerdelan, Emma Carrigan, Rachel McDonnell
2016Introducing postural variability improves the distribution of muscular loads during mid-air gestural interaction.
Fabrizio Nunnari, Myroslav Bachynskyi, Alexis Héloir
2016KINDLING: a game platform for crowd-sourcing fire evacuation data.
Leonard Wohl, Roland Gorzkowski, Nicole Fox, Mubbasir Kapadia
2016MOF: creating an educational game on nanotechnology through simulation-driven optimization.
Tiannan Chen, Xiangyun Lei, Hakan Demir, Christopher J. Cramer, Laura Gagliardi, Stephen J. Guy
2016Perceiving attitudes expressed through nonverbal behaviors in immersive virtual environments.
Brian Ravenet, Elisabetta Bevacqua, Angelo Cafaro, Magalie Ochs, Catherine Pelachaud
2016Proceedings of the 9th International Conference on Motion in Games, MIG 2016, Burlingame, California, USA, October 10-12, 2016
Michael Neff, Roland Geraerts, Hubert P. H. Shum
2016Projective fluids.
Marcel Weiler, Dan Koschier, Jan Bender
2016Robust online motion capture labeling of finger markers.
Simon Alexanderson, Carol O'Sullivan, Jonas Beskow
2016Scaled functional principal component analysis for human motion synthesis.
Han Du, Somayeh Hosseini, Martin Manns, Erik Herrmann, Klaus Fischer
2016Separating a walkable environment into layers.
Arne Hillebrand, Marjan van den Akker, Roland Geraerts, Han Hoogeveen
2016Simulating visual geometry.
Matthias Müller, Nuttapong Chentanez, Miles Macklin
2016SkillVis: a visualization tool for boxing skill assessment.
Hubert P. H. Shum, He Wang, Edmond S. L. Ho, Taku Komura
2016Space-time sculpting of liquid animation.
Pierre-Luc Manteaux, Ulysse Vimont, Chris Wojtan, Damien Rohmer, Marie-Paule Cani
2016Study comparing video-based characters and 3D-based characters on mobile devices for chat.
Sin-Hwa Kang, Andrew W. Feng, Mike Seymour, Ari Shapiro
2016The effect of operating a virtual doppleganger in a 3D simulation.
Gale M. Lucas, Evan Szablowski, Jonathan Gratch, Andrew W. Feng, Tiffany Huang, Jill Boberg, Ari Shapiro
2016XPBD: position-based simulation of compliant constrained dynamics.
Miles Macklin, Matthias Müller, Nuttapong Chentanez