<?xml version="1.0" encoding="UTF-8"?>
<rdf:RDF xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns="http://purl.org/rss/1.0/" xmlns:taxo="http://purl.org/rss/1.0/modules/taxonomy/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:syn="http://purl.org/rss/1.0/modules/syndication/" xmlns:admin="http://webns.net/mvcb/">
  <channel rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms">
    <title>gmane.games.devel.algorithms</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms</link>
    <description/>
    <syn:updatePeriod>hourly</syn:updatePeriod>
    <syn:updateFrequency>1</syn:updateFrequency>
    <syn:updateBase>1901-01-01T00:00+00:00</syn:updateBase>
    <items>
      <rdf:Seq>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.games.devel.algorithms/22111"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.games.devel.algorithms/22110"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.games.devel.algorithms/22108"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.games.devel.algorithms/22107"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.games.devel.algorithms/22106"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.games.devel.algorithms/22105"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.games.devel.algorithms/22104"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.games.devel.algorithms/22103"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.games.devel.algorithms/22102"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.games.devel.algorithms/22101"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.games.devel.algorithms/22100"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.games.devel.algorithms/22099"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.games.devel.algorithms/22098"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.games.devel.algorithms/22097"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.games.devel.algorithms/22096"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.games.devel.algorithms/22095"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.games.devel.algorithms/22094"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.games.devel.algorithms/22093"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.games.devel.algorithms/22092"/>
        <rdf:li rdf:resource="http://permalink.gmane.org/gmane.games.devel.algorithms/22091"/>
      </rdf:Seq>
    </items>
    <image rdf:resource="http://gmane.org/img/gmane-25t.png"/>
    <textinput rdf:resource=""/>
  </channel>
  <image rdf:about="http://gmane.org/img/gmane-25t.png">
    <title>Gmane</title>
    <url>http://gmane.org/img/gmane-25t.png</url>
    <link>http://gmane.org</link>
  </image>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22111">
    <title>Re: Spherical Harmonic Filtering</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22111</link>
    <description>&lt;pre&gt;This is a little late, but better late than never :-)

Did you get a reasonable solution? Do you have any images to show?

The way I understand it, those functions are both spatial domain functions.
The first one is the "sinc()" function, and the second one is the "cosine
window" function from sampling theory.
Also, when you use the sinc function, you typically want to either cut off
at a zero crossing (multiple of pi) or further window the sinc() function,
typically with a cosine window.

Finally, to adjust the cosine window, you can raise it to some power for a
trade-off between "preserving detail" and "removing aliasing"; known as a
"raised cosine window function."

Sincerely,

jw





Sincerely,

Jon Watte


--
"I pledge allegiance to the flag of the United States of America, and to
the republic for which it stands, one nation indivisible, with liberty and
justice for all."
~ Adopted by U.S. Congress, June 22, 1942


On Fri, Mar 1, 2013 at 1:56 AM, Alen Ladavac &amp;lt;alenl-ml&amp;lt; at &amp;gt;croteam.com&amp;gt; wrote:

------------&lt;/pre&gt;</description>
    <dc:creator>Jon Watte</dc:creator>
    <dc:date>2013-04-30T16:34:45</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22110">
    <title>Re: Timing problems</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22110</link>
    <description>&lt;pre&gt;Hi folks,

Comodo Code Signing CA2 certificate could be used for code signing only.
just run certmgr.msc and look at properties.
Comodo cert is signed by UTN_USERFirst cert. the later one does not support 
kernel mode code signing as well.
and only the parental AddTrust Ext CA Root cert has kmcs bit enabled.
So, COMODO  does not provide certs for kmcs (sys drivers).
AFAIK the only CAs provide kmcs are Symantec/VeriSign and GlobalSign. and 
their partners/franchise of course.


-km

----- Original Message ----- 
From: "Robert Walker" &amp;lt;forums&amp;lt; at &amp;gt;robertinventor.com&amp;gt;
To: &amp;lt;GDAlgorithms-list&amp;lt; at &amp;gt;lists.sourceforge.net&amp;gt;
Sent: Friday, March 22, 2013 3:24 PM
Subject: Re: [Algorithms] Timing problems




------------------------------------------------------------------------------
Precog is a next-generation analytics platform capable of advanced
analytics on semi-structured data. The platform includes APIs for building
apps and a phenomenal toolset for data science. Developers can use
our toolset for easy data analysis &amp;amp; vi&lt;/pre&gt;</description>
    <dc:creator>Konstantin Mironovich</dc:creator>
    <dc:date>2013-04-12T07:28:00</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22108">
    <title>Re: Timing problems</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22108</link>
    <description>&lt;pre&gt;We have veered outside the scope of [gd-algorithms] - I will reply directly;
anyone interested in a reduced, ideally WHQL driver capable of accessing
HPET and performance counters, please join the conversation by writing us.

Have you gone through the WHQL experience before? Are there any pitfalls
to avoid? Would love to hear from you.

------------------------------------------------------------------------------
Everyone hates slow websites. So do we.
Make your web apps faster with AppDynamics
Download AppDynamics Lite for free today:
http://p.sf.net/sfu/appdyn_d2d_mar
_______________________________________________
GDAlgorithms-list mailing list
GDAlgorithms-list&amp;lt; at &amp;gt;lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list
Archives:
http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list

&lt;/pre&gt;</description>
    <dc:creator>Jan Wassenberg</dc:creator>
    <dc:date>2013-03-23T07:10:11</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22107">
    <title>Re: Timing problems</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22107</link>
    <description>&lt;pre&gt;Hi Jan,

Sorry hope you don't mind me posting again before you reply.

The thing is, I've just had a go at installing it - I found your 
install_aken.bat.

Got this message:

"To install the driver, please first enable test mode:
C:\Users\Robert\AppData\Local\0AD~1.ALP\binaries\system\INSTAL~1.BAT enabletest
(This is necessary because Vista/Win7 x64 require signing with
 a Microsoft "cross certificate". The Fraunhofer code signing certificate
 is not enough, even though its chain of trust is impeccable.
 Going the WHQL route, perhaps as an "unclassified" driver, might work.
 see http://www.freeotfe.org/docs/Main/impact_of_kernel_driver_signing.htm )
Then reboot (!) and install the driver:
C:\Users\Robert\AppData\Local\0AD~1.ALP\binaries\system\INSTAL~1.BAT install ["p
ath_to_directory_containing_aken*.sys"]
(If no path is given, we will use the directory of this batch file)
To remove the driver and disable test mode, execute the following:
C:\Users\Robert\AppData\Local\0AD~1.ALP\binaries\system\INSTAL~1.BAT &lt;/pre&gt;</description>
    <dc:creator>Robert Walker</dc:creator>
    <dc:date>2013-03-23T01:21:44</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22106">
    <title>Re: Timing problems</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22106</link>
    <description>&lt;pre&gt;Hi Jan,

I've got a Comodo code signing certificate renewed every year for my application 
installer signing.

Just tested it on one of the .sys files for 0.A.D. and it signed it successfully 
and it says it is digitally signed when I right click on properties.

Not sure how to test to see if the certificate I used is enough to let it be 
installed okay.

I'm running Windows 7 64 bit here though, so ideal for testing if it does 
install okay if you can tell me what to do to test that.

Presumably once installed then the application doesn't need to be run with admin 
privileges to access it?

Yes it is absolutely fine if it is read only for apps like mine that only need 
to read the HPET counter. 

Yes I'm happy to work together with you on this if it is something I have the 
ability to do and if I can find the time to do it. If it is something that can 
be done in a few days of work then I can surely find the time for it one way or 
another. Longer projects can be harder to find time for.

I have no experien&lt;/pre&gt;</description>
    <dc:creator>Robert Walker</dc:creator>
    <dc:date>2013-03-22T11:24:25</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22105">
    <title>Re: Timing problems</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22105</link>
    <description>&lt;pre&gt;Hi Robert,
this driver is indeed still available. You can always check
http://trac.wildfiregames.com/browser/ps/trunk/source/lib/sysdep/os/win/aken
and I will investigate tonight where the zip file went.

Unfortunately there has been no progress in signing it - that is essential
for it to be usable by non-developers. Is there anyone who can help?

The difficulty is that it provides functions to map physical memory
(HPET is memory-mapped) and write model-specific registers, which
raises security concerns. Perhaps we can change the interface to provide
only 'safe' functionality, such as reading HPET and performance counters,
instead of allowing apps to do that and more.
Anyone willing and able to work together with me on this?

------------------------------------------------------------------------------
Everyone hates slow websites. So do we.
Make your web apps faster with AppDynamics
Download AppDynamics Lite for free today:
http://p.sf.net/sfu/appdyn_d2d_mar
_______________________________________________
&lt;/pre&gt;</description>
    <dc:creator>Jan Wassenberg</dc:creator>
    <dc:date>2013-03-22T03:18:41</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22104">
    <title>Re: Timing problems</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22104</link>
    <description>&lt;pre&gt;Hi Jan, I wondered, is this driver still available by any chance?

I'm trying to access the HPET timer in my software in XP or in later
versions of Windows where it may be enabled in the BIOS but seems it
is disabled by default in the OS.

With the later versions of Windows I could instruct my users to enable 
it in Windows using bcdhedit but the problem with that is that in the online 
forums a few people report performance issues and possibly even freezes with 
it enabled (which may be why the default is for it to be disabled).

In XP there seems to be no way to access it normally.

It looks as if your driver might be a possible solution. But get 404 not found 
when I try to download the zip.

This is for a software metronome.

Thanks,

Robert Walker


------------------------------------------------------------------------------
Everyone hates slow websites. So do we.
Make your web apps faster with AppDynamics
Download AppDynamics Lite for free today:
http://p.sf.net/sfu/appdyn_d2d_mar
___________________&lt;/pre&gt;</description>
    <dc:creator>Robert Walker</dc:creator>
    <dc:date>2013-03-22T02:40:56</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22103">
    <title>Spherical Harmonic Filtering</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22103</link>
    <description>&lt;pre&gt;Hi all,

I was revisiting some of our old shader code (order 2, i.e. 9-coefficients) trying to fix ringing in some high contrast environments. I am looking at Stupid Spherical Harmonics (SH) Tricks by Peter-Pike Sloan, the section about Windowing.

The Lanczos and Han functions mentioned are of form: 

sin(pi*x/w)/(x/w)

and

(1+cos(pi*x/w))/2

respectively, for a given filtering window of width "w". The rest of text, as far as I can see, seems to imply that w should be equal to the order of SH used. (w=6 for 6th order).

Initially, I would expecting filtering to be done by convolution in spatial domain, by projecting the filter function to the SH basis and then multiplying its y[l,0] coefficients into appropriate bands (y[l,m]) of the filtered function. However, all the other notions in there seem to point to this actually being done as multiplication in frequency domain. More specifically, as if the filtering function as presented here above _already is_ the frequency domain presentation. So it would just &lt;/pre&gt;</description>
    <dc:creator>Alen Ladavac</dc:creator>
    <dc:date>2013-03-01T09:56:16</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22102">
    <title>metanet software</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22102</link>
    <description>&lt;pre&gt;jzhttp://www.minthardwoodflooring.com/kjqotmo/d5g15l9kctqs9.8hijx?80h7c649cz69ifv00u4oqzekako9 m .dschtyuqwzhurfsapfsfoloemfspf&amp;lt;span style="color: rgb(255, 255,------------------------------------------------------------------------------
Everyone hates slow websites. So do we.
Make your web apps faster with AppDynamics
Download AppDynamics Lite for free today:
http://p.sf.net/sfu/appdyn_d2d_feb_______________________________________________
GDAlgorithms-list mailing list
GDAlgorithms-list&amp;lt; at &amp;gt;lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list
Archives:
http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list&lt;/pre&gt;</description>
    <dc:creator>metanet software</dc:creator>
    <dc:date>2013-02-21T09:56:38</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22101">
    <title>Re: Finding the best pose to re-enter animation graph from ragdoll</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22101</link>
    <description>&lt;pre&gt;I'd think you'd want to compare not just the static configuration of the pose but also the point/joint velocities. Your ideal choice will be one where not only the pose matches well, but the body parts are also moving at similar directions and speeds to the ragdoll's current state.

From: Ben Sunshine-Hill [mailto:sneftel&amp;lt; at &amp;gt;gmail.com]
Sent: Friday, December 14, 2012 2:35 AM
To: Game Development Algorithms
Subject: Re: [Algorithms] Finding the best pose to re-enter animation graph from ragdoll

Ironically, that paper actually compares joint orientations instead of point clouds. For point cloud-based pose similarity estimation, Kovar's original motion graph paper is probably a good reference.

http://pages.cs.wisc.edu/~kovar/mographs.pdf

Ben

On Thu, Dec 13, 2012 at 9:12 PM, Michael De Ruyter &amp;lt;michael.deruyter&amp;lt; at &amp;gt;gmail.com&amp;lt;mailto:michael.deruyter&amp;lt; at &amp;gt;gmail.com&amp;gt;&amp;gt; wrote:
Also with the triangle normal idea, a notion of distance is missing,
so you should add something like distance hips - hand, hips - foot,
foot - foot, e&lt;/pre&gt;</description>
    <dc:creator>Chris Green</dc:creator>
    <dc:date>2012-12-19T19:53:58</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22100">
    <title>Re: Finding the best pose to re-enter animation graph from ragdoll</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22100</link>
    <description>&lt;pre&gt;Ironically, that paper actually compares joint orientations instead of
point clouds. For point cloud-based pose similarity estimation, Kovar's
original motion graph paper is probably a good reference.

http://pages.cs.wisc.edu/~kovar/mographs.pdf

Ben

On Thu, Dec 13, 2012 at 9:12 PM, Michael De Ruyter &amp;lt;
michael.deruyter&amp;lt; at &amp;gt;gmail.com&amp;gt; wrote:

------------------------------------------------------------------------------
LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial
Remotely access PCs and mobile devices and provide instant support
Improve your efficiency, and focus on delivering more value-add services
Discover what IT Professionals Know. Rescue delivers
http://p.sf.net/sfu/logmein_12329d2d_______________________________________________
GDAlgorithms-list mailing list
GDAlgorithms-list&amp;lt; at &amp;gt;lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list
Archives:
http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list&lt;/pre&gt;</description>
    <dc:creator>Ben Sunshine-Hill</dc:creator>
    <dc:date>2012-12-14T10:35:20</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22099">
    <title>Re: Finding the best pose to re-enter animation graph from ragdoll</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22099</link>
    <description>&lt;pre&gt;Also with the triangle normal idea, a notion of distance is missing,
so you should add something like distance hips - hand, hips - foot,
foot - foot, etc to your comparison algorithm if u were to try this
method.

Though since there is already a paper on the point cloud approach,
it's probably safer to start with it.

Sent from my iPhone

On 2012-12-13, at 12:47 PM, Richard Fine &amp;lt;rfine&amp;lt; at &amp;gt;tbrf.net&amp;gt; wrote:


------------------------------------------------------------------------------
LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial
Remotely access PCs and mobile devices and provide instant support
Improve your efficiency, and focus on delivering more value-add services
Discover what IT Professionals Know. Rescue delivers
http://p.sf.net/sfu/logmein_12329d2d
_______________________________________________
GDAlgorithms-list mailing list
GDAlgorithms-list&amp;lt; at &amp;gt;lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list
Archives:
http://sourceforge.net/mailarchive/forum.php?f&lt;/pre&gt;</description>
    <dc:creator>Michael De Ruyter</dc:creator>
    <dc:date>2012-12-13T21:12:58</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22098">
    <title>Re: Finding the best pose to re-enter animation graph from ragdoll</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22098</link>
    <description>&lt;pre&gt;

True in the general case, but I'm using a hierarchical setup, so a twist 
in an upper arm can drastically change the position/orientation of a 
forearm and so on. It matters less and less as you approach the leaf 
nodes, but this is something I intended to eliminate with weighting.


Ah, yes, OK. I'd assumed that a pose with leaf-node discrepancies would 
be less visually different than one with trunk-node discrepancies, but 
that's not a sound assumption.

This sounds like it would be a problem for *any* hierarchy-based 
approach, so anything based on comparing local-space positions is 
probably a non-starter.


Right OK. Sounds similar to the point cloud approach, maybe a little 
less prone to small discrepancies, as using the normal instead of the 
joint positions would equate similar triangles.

Cheers!

- Richard

------------------------------------------------------------------------------
LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial
Remotely access PCs and mobile devices and &lt;/pre&gt;</description>
    <dc:creator>Richard Fine</dc:creator>
    <dc:date>2012-12-13T20:44:52</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22097">
    <title>Re: Finding the best pose to re-enter animation graph from ragdoll</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22097</link>
    <description>&lt;pre&gt;
Hm, right. I think my concern with this approach previously was that 
when the character is prone, the reference points would all be pretty 
much coplanar, making it hard to tell which way he's facing... but 
thinking about it now, that's silly, because his left and right sides 
always have to be a particular way around for a given faceup/facedown. 
Using a point cloud of just a few reference points is going to be a lot 
faster than calculating joint angles across all major skeleton bones, 
too. So I'll give this a shot first.


Cool. Looks like they don't go into much detail in the paper, but it's a 
starting point if I want to look for related work.

Thanks!

- Richard


------------------------------------------------------------------------------
LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial
Remotely access PCs and mobile devices and provide instant support
Improve your efficiency, and focus on delivering more value-add services
Discover what IT Professionals Know. Rescue delivers
&lt;/pre&gt;</description>
    <dc:creator>Richard Fine</dc:creator>
    <dc:date>2012-12-13T20:16:57</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22096">
    <title>Re: Finding the best pose to re-enter animation graph from ragdoll</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22096</link>
    <description>&lt;pre&gt;Hi Richard,

I believe you will face a couple of problems with the approach you describe
in 1)

- when comparing local quaternions for the joints, the comparison will take
into account the twist around the limbs even though any amount of twist
doesn't change the position of the limb. Therefore you could get drastic
differences when visually there are barely any.

- even if the joint orientation are different the position of the limbs,
especially their endings like hands of feet, could still be in very close
positions, i.e. potentially closer than limbs with similar rotations but
with their root joint (shoulder for instance) off by a bit. You mention
weighting system, but that is going to be a pain to tune.

An other approach would be to find a comparison algorithm that compares the
overall position of the limbs.

For instance you could consider;
- modeling triangles based of significant body joints, for instance
    + hips, shoulder, hand
    + hips, hand, foot
    + hips, shoulder, shoulder

Then use the no&lt;/pre&gt;</description>
    <dc:creator>Michael De Ruyter</dc:creator>
    <dc:date>2012-12-13T20:09:46</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22095">
    <title>Re: Finding the best pose to re-enter animation graph from ragdoll</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22095</link>
    <description>&lt;pre&gt;I figure you've got 3 normalized vectors:

dollForward = stomach of ragdoll vector, pointing along Y, downwards (not
sure if positive or negative)
dollUp = along spine towards head of ragdoll
recoveryForward = stomach of recovery pose

dollForward DOT recoveryForward will be near 1 if the doll is on its
stomach. The same dot can be run against other categories of recovery pose
for lying on side or back. Camera look-at style cross products with dollUp
and dollForward will get you 3 axes and from them, a quat or matrix to
apply to the recovery pose root, or take vectors to or from 'doll space' to
'recovery space' to match other limbs against your
recovery-poses-on-stomach db.

Just writing aloud, hope it helps!



On Thu, Dec 13, 2012 at 11:39 AM, Jeff Russell &amp;lt;jeffdr&amp;lt; at &amp;gt;gmail.com&amp;gt; wrote:

------------------------------------------------------------------------------
LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial
Remotely access PCs and mobile devices and provide instant support
Improve your &lt;/pre&gt;</description>
    <dc:creator>Alex Lindsay</dc:creator>
    <dc:date>2012-12-13T19:55:18</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22094">
    <title>Re: Finding the best pose to re-enter animation graph from ragdoll</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22094</link>
    <description>&lt;pre&gt;Joint angles suck for pose comparisons -- they just aren't the basis of our
intuitive notion of similarity. IMHO, point clouds work much better.
Transform a few bone-attached points -- say, pelvis, left shoulder, right
shoulder, left elbow, right elbow, left knee, right knee -- canonicalize by
putting the pelvis at zero and the shoulder midpoint at +X, and find the
minimum squared distance to a recovery pose (with some per-point weighting,
if you like).

For references, the one that immediately comes to mind is "Dynamic Response
for Motion Capture Animation". They're blending into a response animation
while the character's still fully ragdoll, so they have to look at multiple
frames to get velocity effects in there -- if you're waiting until the
guy's all fallen over, your task will be simpler.

Ben

On Thu, Dec 13, 2012 at 6:22 PM, Richard Fine &amp;lt;rfine&amp;lt; at &amp;gt;tbrf.net&amp;gt; wrote:

------------------------------------------------------------------------------
LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free&lt;/pre&gt;</description>
    <dc:creator>Ben Sunshine-Hill</dc:creator>
    <dc:date>2012-12-13T19:54:42</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22093">
    <title>Re: Finding the best pose to re-enter animation graph from ragdoll</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22093</link>
    <description>&lt;pre&gt;There are probably a number of ways to do it. My first guess would be to
compute the difference in rotation for the root bone (that is, what
rotation takes you from your starting frame to the current ragdoll
orientation), and then examine the "up" vector of the resulting transform.
If it's too far from vertical, you don't have a very good match. You can
compute a score perhaps based on the dot product between the "up" basis of
this transform and the global up direction.

On Thu, Dec 13, 2012 at 1:22 PM, Richard Fine &amp;lt;rfine&amp;lt; at &amp;gt;tbrf.net&amp;gt; wrote:




&lt;/pre&gt;</description>
    <dc:creator>Jeff Russell</dc:creator>
    <dc:date>2012-12-13T19:39:30</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22092">
    <title>Finding the best pose to re-enter animation graph fromragdoll</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22092</link>
    <description>&lt;pre&gt;Hi all,

I've got a ragdolled character that I want to begin animating again. 
I've got a number of states in my animation graph marked as 'recovery 
points', i.e. animations that a ragdoll can reasonably be blended back 
to before having the animation graph take over fully. The problem is, 
I'm not sure how to identify which animation's first frame (the 
'recovery pose') is closest to the ragdoll's current pose.

As I see it there are two components to computing a score for each 
potential recovery point:

1) For each non-root bone, sum the differences in parent-space rotation 
between current and recovery poses. This is simple enough to do; in 
addition I think I need to weight the values (e.g. by the physics mass 
of the bone), as a pose that is off by 30 degrees in the upper arm 
stands to look a lot less similar to the ragdoll's pose than one that is 
only off by 30 degrees in the wrist. The result of this step is some 
kind of score representing the object-space similarity of the poses.

2) Add to (1) &lt;/pre&gt;</description>
    <dc:creator>Richard Fine</dc:creator>
    <dc:date>2012-12-13T18:22:38</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22091">
    <title>CFP - INTERNATIONAL JOURNAL OF EXPERIMENTALALGORITHMS(IJEA)</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22091</link>
    <description>&lt;pre&gt;
CALL FOR PAPERS - INTERNATIONAL JOURNAL OF EXPERIMENTAL ALGORITHMS (IJEA)
ISSN:  2180-1282

Volume 3, Issue 1
Info. at http://www.cscjournals.org/csc/journals/IJEA/journal_cfp.php?JCode=IJEA
 
Computer Science Journals (CSC Journals) invites researchers, editors, scientists &amp;amp; scholars to publish their scientific research papers in an International Journal of Experimental Algorithms (IJEA) Volume 3, Issue 1.

 

Experimental Algorithmics studies algorithms and data structures by joining experimental studies with the more traditional theoretical analyses. With this regard, the aim of The International Journal of Experimental Algorithms (IJEA) is (1) to stimulate research in algorithms based upon implementation and experimentation; in particular, to encourage testing, evaluation and reuse of complex theoretical algorithms and data structures; and (2) to distribute programs and testbeds throughout the research community and to provide a repository of useful programs and packages to both researchers and practiti&lt;/pre&gt;</description>
    <dc:creator>J. Stewart</dc:creator>
    <dc:date>2012-09-12T00:45:04</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.devel.algorithms/22090">
    <title>Re: (no subject)</title>
    <link>http://permalink.gmane.org/gmane.games.devel.algorithms/22090</link>
    <description>&lt;pre&gt;
This things a plague ... recieved a couple today from unrelated sources 
... :/



------------------------------------------------------------------------------
Live Security Virtual Conference
Exclusive live event will cover all the ways today's security and 
threat landscape has changed and how IT managers can respond. Discussions 
will include endpoint security, mobile security and the latest in malware 
threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/_______________________________________________
GDAlgorithms-list mailing list
GDAlgorithms-list&amp;lt; at &amp;gt;lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list
Archives:
http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list&lt;/pre&gt;</description>
    <dc:creator>Lorenzo Pastrana</dc:creator>
    <dc:date>2012-06-27T23:02:04</dc:date>
  </item>
  <textinput rdf:about="http://search.gmane.org/?group=$group=gmane.games.devel.algorithms">
    <title>Search Engine</title>
    <description>Search the mailing list at Gmane</description>
    <name>query</name>
    <link>http://search.gmane.org/?group=$group=gmane.games.devel.algorithms</link>
  </textinput>
</rdf:RDF>
