Game AI for Developers @ AiGameDev.com

Game AI for Developers @ AiGameDev.com GRIP Entertainment (Montreal) is looking for "wicked-smart" Software Developers for AI, parallelism, and animation. http://j.mp/7PzOIi

December 8, 2009 at 4:24am
Game AI for Developers @ AiGameDev.com
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Katsu Yamane, James Kuffner, and Jessica K. Hodgins Even such simple tasks as placing a box on a shelf are difficult to animate, because the animator must carefully position the character to satisfy geometric ...
Game AI for Developers @ AiGameDev.com
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S. Cooper, A. Hertzmann and Z. Popović This paper describes an approach to building real-time highly-controllable characters. A kinematic character controller is built on-the-fly during a capture session, and updated after each new motion clip is acquired. ...
Game AI for Developers @ AiGameDev.com

Game AI for Developers @ AiGameDev.com Be sure to check out http://www.facebook.com/GameDev.net too for your general game development needs!

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Game AI for Developers @ AiGameDev.com
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Okan Arikan, David A. Forsyth, James O'Brien This paper describes a framework that allows a user to synthesize human motion while retaining control of its qualitative properties. The user paints a timeline ...
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Arikan, O., Forsyth, D. A., O'Brien, J. F. We present an algorithm for animating characters being pushed by an external source such as a user or a game environment. We start with a collection of motions of a real person responding to being pushed. ...
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Okan Arikan, David A. Forsyth There are many applications that demand large quantities of natural looking motion. It is difficult to synthesize motion that looks natural, particularly when it is people who must move. ...
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Populating virtual environments (VEs) with large crowds is a subject that has been tackled for several years. Solutions have been proposed to offer realistic trajectories as well as interactivity, but limitations remain on the environment dimensions with respect to population density. ...
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Philippe Beaudoin, Michiel van de Panne, Pierre Poulin and Stelian Coros. We present a technique to automatically distill a motion-motif graph from an arbitrary collection of motion capture data. Motion ...
Daniel Rodríguez
Daniel Rodríguez
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August 23, 2009 at 1:17pm
Game AI for Developers @ AiGameDev.com
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Manfred Lau and James Kuffner This paper explores a behavior planning approach to automatically generate realistic motions for animated characters. Motion clips are abstracted as high-level behaviors ...
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Real-time crowd motion planning requires fast, realistic methods for path planning as well as obstacle avoidance. The difficulty to find a satisfying trade-off between efficiency and believability is particularly challenging, and prior techniques tend to focus on a single approach. ...
Game AI for Developers @ AiGameDev.com
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Stephen J. Guy, Jur van den Berg, Ming Lin, and Dinesh Manocha Collision avoidance is a fundamental problem in many areas such as robotics and animation. To that end, we developed new techniques focused ...
Game AI for Developers @ AiGameDev.com

Game AI for Developers @ AiGameDev.com Looking for recommendations for applications to add to this page! I will be adding weekly "Best Of AiGameDev.com" articles via an RSS feed for starters :-)

July 29, 2009 at 3:56am
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