<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
Crowd Simulation
β Scribed by Daniel Thalmann, Soraia Raupp Musse
- Publisher
- Springer
- Year
- 2008
- Tongue
- English
- Leaves
- 248
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
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.
Prior approaches have been application-specific focusing on different aspects of collective behaviour and using different modelling techniques. Thalmann and Musse have identified two broader areas of crowd simulations, firstly focusing on the realism of behavioural aspects and secondly looking at how to achieve high quality visualisation.
The study of crowds is complex with issues such as collision avoidance problems relating to large numbers of individuals; motion planning, trajectories and so forth. Depending on the application of crowds, other requirements such as real-time simulations are needed to populate virtual environments in VR systems. In order to provide a tool to simulate behavioural aspects of a crowd, social conventions of inter-relationships are needed.
Crowd requirements and potential strategies are discussed in this book and topics covered include population modelling, virtual human animation and computer vision techniques that are focused on crowd control and crowd rendering.
β¦ Table of Contents
Front Matter....Pages I-XII
Introduction....Pages 1-4
State-of-the-Art....Pages 5-17
Modeling of Populations....Pages 19-58
Virtual Human Animation....Pages 59-87
Behavioral Animation of Crowds....Pages 89-123
Relating Real Crowds with Virtual Crowds....Pages 125-148
Crowd Rendering....Pages 149-176
Populated Environments....Pages 177-200
Applications: Case Studies....Pages 201-218
Book Contribution....Pages 219-220
Back Matter....Pages 221-242
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