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Four views of procedural character animation for computer games

Published: 09 August 2008 Publication History

Abstract

This panel aims wide, showing four complementary aspects of procedural animation technology for computer games. Each panelist will briefly present core ideas of their respective technology, and then the discussion will center around how these complementary techniques can be used together. The panel will conclude with a discussion about opportunities for the future.

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cover image ACM Conferences
Sandbox '08: Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
August 2008
183 pages
ISBN:9781605581736
DOI:10.1145/1401843
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

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Published: 09 August 2008

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Sandbox '08
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Sandbox '08: An ACM SIGGRAPH Video Game Symposium
August 9 - 10, 2008
California, Los Angeles

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