Abstract is missing.
- Simulating Humans and Lower AnimalsDemetri Terzopoulos. 1-10 [doi]
- Evaluating the Physical Realism of Character Animations Using Musculoskeletal ModelsThomas Geijtenbeek, Antonie J. van den Bogert, Ben J. H. van Basten, Arjan Egges. 11-22 [doi]
- Physically-Based Character Control in Low Dimensional SpaceHubert P. H. Shum, Taku Komura, Takaaki Shiratori, Shu Takagi. 23-34 [doi]
- Learning Crowd Steering Behaviors from ExamplesPanayiotis Charalambous, Yiorgos Chrysanthou. 35 [doi]
- Full-Body Hybrid Motor Control for ReachingWenjia Huang, Mubbasir Kapadia, Demetri Terzopoulos. 36-47 [doi]
- Pose Control in Dynamic ConditionsBrian F. Allen, Michael Neff, Petros Faloutsos. 48-58 [doi]
- Spatial Awareness in Full-Body Immersive Interactions: Where Do We Stand?Ronan Boulic, Damien Maupu, Manuel Peinado, Daniel Raunhardt. 59-69 [doi]
- Scalable Precomputed Search TreesManfred Lau, James Kuffner. 70-81 [doi]
- Toward Simulating Realistic Pursuit-Evasion Using a Roadmap-Based ApproachSamuel Rodríguez, Jory Denny, Takis Zourntos, Nancy M. Amato. 82-93 [doi]
- Path Planning for Groups Using Column GenerationMarjan van den Akker, Roland Geraerts, Han Hoogeveen, Corien Prins. 94-105 [doi]
- Skills-in-a-Box: Towards Abstract Models of Motor SkillsMichiel van de Panne. 106-108 [doi]
- Angular Momentum Control in Coordinated BehaviorsVictor B. Zordan. 109-120 [doi]
- Simulating Formations of Non-holonomic Systems with Control Limits along Curvilinear CoordinatesAthanasios Krontiris, Sushil Louis, Kostas E. Bekris. 121-133 [doi]
- Following a Large Unpredictable Group of Targets among ObstaclesChristopher Vo, Jyh-Ming Lien. 134-145 [doi]
- Real-Time Space-Time Blending with Improved User ControlGalina Pasko, Denis Kravtsov, Alexander A. Pasko. 146-157 [doi]
- Motion Capture for a Natural Tree in the WindJie Long, Cory Reimschussel, Ontario Britton, Anthony Hall, Michael Jones. 158-169 [doi]
- Active Geometry for Game CharactersDamien Rohmer, Stefanie Hahmann, Marie-Paule Cani. 170-181 [doi]
- CAROSA: A Tool for Authoring NPCsJan M. Allbeck. 182-193 [doi]
- BehaveRT: A GPU-Based Library for Autonomous CharactersUgo Erra, Bernardino Frola, Vittorio Scarano. 194-205 [doi]
- Level of Detail AI for Virtual Characters in Games and SimulationMichael Wißner, Felix Kistler, Elisabeth André. 206-217 [doi]
- Scalable and Robust Shepherding via Deformable ShapesJoseph F. Harrison, Christopher Vo, Jyh-Ming Lien. 218-229 [doi]
- Navigation Queries from Triangular MeshesMarcelo Kallmann. 230-241 [doi]
- Motion Parameterization with Inverse BlendingYazhou Huang, Marcelo Kallmann. 242-253 [doi]
- Planning and Synthesizing Superhero MotionsKatsu Yamane, Kwang Won Sok. 254-265 [doi]
- Perception Based Real-Time Dynamic Adaptation of Human MotionsLudovic Hoyet, Franck Multon, Taku Komura, Anatole Lécuyer. 266-277 [doi]
- Realistic Emotional Gaze and Head Behavior Generation Based on Arousal and Dominance FactorsCagla Cig, Zerrin Kasap, Arjan Egges, Nadia Magnenat-Thalmann. 278-289 [doi]
- Why Is the Creation of a Virtual Signer Challenging Computer Animation?Nicolas Courty, Sylvie Gibet. 290-300 [doi]
- Realtime Rendering of Realistic Fabric with Alternation of Deformed AnisotropyYoung-Min Kang. 301-312 [doi]
- Responsive Action Generation by Physically-Based Motion Retrieval and AdaptationXiubo Liang, Ludovic Hoyet, Weidong Geng, Franck Multon. 313-324 [doi]
- Visibility Transition Planning for Dynamic Camera ControlThomas Oskam, Robert W. Sumner, Nils Thürey, Markus H. Gross. 325 [doi]
- The Application of MPEG-4 Compliant Animation to a Modern Games Engine and Animation FrameworkChris Carter, Simon Cooper, Abdennour El Rhalibi, Madjid Merabti. 326-338 [doi]
- Knowledge-Based Probability Maps for Covert PathfindingAnja Johansson, Pierangelo Dell Acqua. 339-350 [doi]
- Modification of Crowd Behaviour Modelling under Microscopic Level in Panic SituationHamizan Sharbini, Abdullah Bade. 351-362 [doi]
- Expressive Gait Synthesis Using PCA and Gaussian ModelingJoëlle Tilmanne, Thierry Dutoit. 363-374 [doi]
- Autonomous Multi-agents in Flexible Flock FormationChoon Sing Ho, Quang Huy Nguyen 0001, Yew-Soon Ong, Xianshun Chen. 375-385 [doi]
- Real-Time Hair Simulation with Segment-Based Head CollisionEduardo Poyart, Petros Faloutsos. 386-397 [doi]
- Subgraphs Generating Algorithm for Obtaining Set of Node-Disjoint Paths in Terrain-Based Mesh GraphsZbigniew Tarapata, Stefan Wroclawski. 398-409 [doi]
- Path-Planning for RTS Games Based on Potential FieldsRenato Silveira, Leonardo Fischer, José Antônio Salini Ferreira, Edson Prestes e Silva Jr., Luciana Porcher Nedel. 410-421 [doi]
- Learning Human Action Sequence Style from Video for Transfer to 3D Game CharactersXiaolong Chen, Kaustubha Mendhurwar, Sudhir P. Mudur, Thiruvengadam Radhakrishnan, Prabir Bhattacharya. 422-433 [doi]