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pro vyhledávání: '"Paul Hyunjin Kim"'
Publikováno v:
FDG
A maze is a common structure in a game level. When we design game levels having a different purpose of each level, we may desire mazes with different topological properties, such as lots of branches or long straight-ways. Thus, we need the ability to
Publikováno v:
American Journal of Medical Quality. 28:400-406
There are limited data in the pediatric population regarding the incidence of, risk factors for, and means to prevent perioperative hypothermia. The Institute for Healthcare Improvement Model for quality improvement (QI) methodology was used to bundl
Publikováno v:
ICU Director. 3:265-270
The Fontan operation is performed to correct complex cardiac malformations characterized by single ventricle physiology. Following the procedure, the systemic venous blood flows directly into the lungs without passing through the single ventricle. Co
Publikováno v:
Scopus-Elsevier
This paper presents a novel facial animation retargeting system that is carefully designed to support the animator's workflow. Observation and analysis of the animators' often preferred process of key-frame animation with blendshape models informed o
Publikováno v:
The Visual Computer. 28:319-327
Blendshapes are the most commonly used approach to realistic facial animation in production. A blendshape model typically begins with a relatively small number of blendshape targets reflecting major muscles or expressions. However, the majority of th
Autor:
Paul Hyunjin Kim, Roger Crawfis
Publikováno v:
CGAMES
In this paper, the quest for the perfect perfect-maze is performed over the search space of perfect mazes using an approach of search-based procedural content generation. Perfect maze construction is rather random with little to no control of the fin