By Marios Kyriakou, Yiorgos Chrysanthou (auth.), Arjan Egges, Arno Kamphuis, Mark Overmars (eds.)
This publication constitutes the completely refereed post-workshop complaints of the 1st overseas Workshop on movement in video games, held in Utrecht, The Netherlands, in the course of June 14-17, 2008, in collaboration with the NLGD competition of video games.
The 24 revised papers awarded in the course of the workshop disguise themes on crowd simulation; digital people; movement synthesis; interfaces; navigation and guidance; and facial and behavioral animation.
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Extra info for Motion in Games: First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008. Revised Papers
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Wong and C. Loscos (a) (b) (c) Fig. 1. (a) Example of road map extracted from a city street map. (b) Zones shown in diﬀerent colors encoding the subdivided segments from the road map shown in (a). (c) An example of a graph shown in a zoomed in area of (a). Fig. 2. Illustration of diﬀerent levels of hierarchy of a quad-tree applied on an environment as shown in dark green. On the left hand side is shown the highest level, while the subsequent subdivision of the NE corner is shown on the right hand side.
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Motion in Games: First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008. Revised Papers by Marios Kyriakou, Yiorgos Chrysanthou (auth.), Arjan Egges, Arno Kamphuis, Mark Overmars (eds.)