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A Simplified Contact Model for Treating the Balance of Biped Virtual Characters.

, , , and . SVR, page 11-19. IEEE Computer Society, (2014)

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A Simplified Contact Model for Treating the Balance of Biped Virtual Characters., , , and . SVR, page 11-19. IEEE Computer Society, (2014)System Model for Shooting Training Based on Interactive Video, Three-Dimensional Computer Graphics and Laser Ray Capture., , , , , , and . SVR, page 254-260. IEEE Computer Society, (2012)Evolving Plastic Neuromodulated Networks for Behavior Emergence of Autonomous Virtual Characters., , , and . ECAL, page 577-584. MIT Press, (2013)Investigating Deep Q-Network Agent Sensibility to Texture Changes on FPS Games., , , , and . SBGames, page 117-125. IEEE, (2020)Split Grammar Evolution for Procedural Modeling of Virtual Buildings., , and . SVR, page 75-83. IEEE Computer Society, (2015)An Adaptive Mesh Generation Technique in Parallel for Virtual Reality Applications., , and . SVR, page 210-219. IEEE Computer Society, (2016)Requirements for Development of a Low Cost Portable Simulator for Shooting Skill Training., , , , , and . SVR, page 234-238. IEEE Computer Society, (2016)Expressive Reproduced Characters for Games., , and . SBGames, page 210-219. IEEE Computer Society, (2014)Non-overlapping geometric shadow map., , , and . Comput. Graph., (2021)Emergence of Autonomous Behaviors of Virtual Characters through Simulated Reproduction., , , and . ECAL, page 750-757. MIT Press, (2013)