Research into the methods and techniques used in simulating crowds is now reaching maturity, but until now there is no book that focuses on this important topic.</P><P>Prior approaches have been application-specific focusing on different aspects of collective behaviour and using different modelling
Crowd Simulation
β Scribed by Daniel Thalmann, Soraia Raupp Musse (auth.)
- Publisher
- Springer-Verlag London
- Year
- 2013
- Tongue
- English
- Leaves
- 304
- Edition
- 2
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
Research into the methods and techniques used in simulating crowds has developed extensively within the last few years, particularly in the areas of video games and film. Despite recent impressive results when simulating and rendering thousands of individuals, many challenges still exist in this area.
The comparison of simulation with reality, the realistic appearance of virtual humans and their behavior, group structure and their motion, and collision avoidance are just some examples of these challenges. For most of the applications of crowds, it is now a requirement to have real-time simulations β which is an additional challenge, particularly when crowds are very large.
Crowd Simulation analyses these challenges in depth and suggests many possible solutions. Daniel Thalmann and Soraia Musse share their experiences and expertise in the application of:
Β· Population modeling
Β· Virtual human animation
Β· Behavioral models for crowds
Β· The connection between virtual and real crowds
Β· Path planning and navigation
Β· Visual attention models
Β· Geometric and populated semantic environments
Β· Crowd rendering
The second edition presents techniques and methods developed since the authors first covered the simulation of crowds in 2007. Crowd Simulation includes in-depth discussions on the techniques of path planning, including a new hybrid approach between navigation graphs and potential-based methods. The importance of gaze attention β individuals appearing conscious of their environment and of others β is introduced, and a free-of-collision method for crowds is also discussed.
β¦ Table of Contents
Front Matter....Pages I-XV
Introduction....Pages 1-7
State-of-the-Art....Pages 9-30
Modeling of Populations....Pages 31-80
Virtual Human Animation....Pages 81-110
Behavioral Animation of Crowds....Pages 111-168
Relating Real Crowds with Virtual Crowds....Pages 169-193
Crowd Rendering....Pages 195-227
Populated Environments....Pages 229-266
Applications: Case Studies....Pages 267-291
Back Matter....Pages 293-296
β¦ Subjects
Computer Graphics; Image Processing and Computer Vision; Simulation and Modeling; Pattern Recognition
π SIMILAR VOLUMES
<p><p>Research into the methods and techniques used in simulating crowds has developed extensively within the last few years, particularly in the areas of video games and film. Despite recent impressive results when simulating and rendering thousands of individuals, many challenges still exist in th
<p>This book describes, from a computer science viewpoint the software, methods of simulating and analysing crowds with a particular focus on the effects of panic in emergency situations.<br/>The power of modern technology impacts on modern life in multiple ways every day. A variety of scientific mo
This book describes, from a computer science viewpoint the software, methods of simulating and analysing crowds with a particular focus on the effects of panic in emergency situations. The power of modern technology impacts on modern life in multiple ways every day. A variety of scientific models an