Mark Overmars - Böcker
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8 produkter
8 produkter
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This volume deals with core problems in robotics, like motion planning, sensor-based planning, manipulation, and assembly planning. It also discusses the application of robotics algorithms in other domains, such as molecular modeling, computer graphics, and image analysis. Topics Include: - Planning - Sensor Based Motion Planning - Control and Motion Planning - Geometric Algorithms - Visibility - Minimalism and Controllability - Algorithms for Manufacturing - Contact and Tolerancy - Beyond Robotics
656 kr
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The Game Makers Apprentice shows you how to create nine exciting games using the wildly popular Game Maker game creation tool.
1 577 kr
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Robot algorithms are abstractions of computational processes that control or reason about motion and perception in the physical world. Because actions in the physical world are subject to physical laws and geometric constraints, the design and analysis of robot algorithms raise a unique combination of questions in control theory, computational and differential geometry, and computer science. Algorithms serve as a unifying theme in the multi-disciplinary field of robotics. This volume consists of selected contributions to the sixth Workshop on the Algorithmic Foundations of Robotics. This is a highly competitive meeting of experts in the field of algorithmic issues related to robotics and automation.
588 kr
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The success of the ?eld as a research discipline can on the one hand be explained from the beauty of the problems studied and the solutions obtained, and, on the other hand, by the many application domains—computer graphics, geographic information systems (GIS), robotics, and others—in which geometric algorithms play a fundamental role.
Motion in Games
First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008, Revised Papers
Häftad, Engelska, 2008
551 kr
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This book constitutes the thoroughly refereed post-workshop proceedings of the First International Workshop on Motion in Games, held in Utrecht, The Netherlands, during June 14-17, 2008, in collaboration with the NLGD Festival of Games. The 24 revised papers presented during the workshop cover topics on crowd simulation; virtual humans; motion synthesis; interfaces; navigation and steering; and facial and behavioral animation.
1 577 kr
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Robot algorithms are abstractions of computational processes that control or reason about motion and perception in the physical world. Because actions in the physical world are subject to physical laws and geometric constraints, the design and analysis of robot algorithms raise a unique combination of questions in control theory, computational and differential geometry, and computer science. Algorithms serve as a unifying theme in the multi-disciplinary field of robotics. This volume consists of selected contributions to the sixth Workshop on the Algorithmic Foundations of Robotics. This is a highly competitive meeting of experts in the field of algorithmic issues related to robotics and automation.
588 kr
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Computational geometry emerged from the ?eld of algorithms design and analysis in the late 1970s. It has grown into a recognized discipline with its own journals, conferences, and a large community of active researchers. The success of the ?eld as a research discipline can on the one hand be explained from the beauty of the problems studied and the solutions obtained, and, on the other hand, by the many application domains—computer graphics, geographic information systems (GIS), robotics, and others—in which geometric algorithms play a fundamental role. For many geometric problems the early algorithmic solutions were either slow or dif?cult to understand and implement. In recent years a number of new algorithmic techniques have been developed that improved and simpli?ed many of the previous approaches. In this textbook we have tried to make these modern algorithmic solutions accessible to a large audience. The book has been written as a textbook for a course in computational geometry,but it can also be used for self-study.
Motion in Games
Second International Workshop, MIG 2009, Zeist, The Netherlands, November 21-24, 2009
Häftad, Engelska, 2009
551 kr
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Following the very successful Motion in Games event in June 2008, we or- nized the Second International Workshop on Motion in Games (MIG) during November 21–24, 2009 in Zeist, The Netherlands. Games have become a very important medium for both education and - tertainment. Motion plays a crucial role in computer games. Characters move around, objects are manipulated or move due to physical constraints, entities are animated, and the camera moves through the scene. Even the motion of the player nowadays is used as input to games. Motion is currently studied in many di?erent areas of research, including graphics and animation, game technology, robotics, simulation, computer vision, and also physics, psychology, and urban studies. Cross-fertilizationbetween these communities can considerably advance the state of the art in this area. The goal of the workshop Motion in Games is to bring together researchers from this variety of ?elds to present the most recent results and to initiate collaboration. The workshop is organized by the Dutch research project GATE. In total, the workshop this year consisted of 27 high-quality presentations by a selection of internationally renownedspeakers in the ?eld of games and simulations. We were extremely pleased with the quality of the contributions to the MIG workshop and we look forward to organizing a follow-up MIG event.