<P>This book provides a deep understanding of state-of-art methods for simulation of heterogeneous crowds in computer graphics. It will cover different aspects that are necessary to achieve plausible crowd behaviors. The book will be a review of the most recent literature in this field that can help
Simulating Heterogeneous Crowds with Interactive Behaviors
โ Scribed by Nuria Pelechano (Editor); Jan M. Allbeck (Editor); Mubbasir Kapadia (Editor); Norman I. Badler (Editor)
- Publisher
- A K Peters/CRC Press
- Year
- 2016
- Leaves
- 299
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
โฆ Synopsis
This book provides a deep understanding of state-of-art methods for simulation of heterogeneous crowds in computer graphics. It will cover different aspects that are necessary to achieve plausible crowd behaviors. The book will be a review of the most recent literature in this field that can help professionals and graduate students interested in this field to get up to date with the latest contributions, and open problems for their possible future research. The chapter contributors are well known researchers and practitioners in the field and they include their latest contributions in the different topics required to achieve believable heterogeneous crowd simulation.
- Provides crowd simulation methodology to populate virtual environments, for video games or any kind of applications that requires believable multi-agent behavior
- Presents the latest contributions on crowd simulation, animation, planning, rendering and evaluation with detailed algorithms for implementation purposes
- Includes perspectives of both academic researchers and industrial practitioners with reference to open source solutions and commercial applications, where appropriate
โฆ Table of Contents
Part 1 Introduction. Part 2 Navigation: Overview; Constraint-Aware Navigation; 3D model representation for navigation meshes. Part 3 Functional Purposeful Populace ( Heterogeneous Behavior): Functional crowds and psychological models; Learning heterogeneous behaviors from real world; Designing and authoring functional purposeful human characters in virtual environments; Authoring crowds with crowd patches; โ Interactive Editing of Crowd Animations. Part 4 Realism: Improving local movement and foot placement for real time crowds; Perceptual Evaluation of crowds; Statistical techniques to enhance and evaluate the realism of the crowd behavior; Pedestrian, Crowd and Evacuation Dynamics. Part 5 Analysis and Evaluation: Quantitative methods to evaluate crowd simulation; Qualitative evaluation of crowds through presence experiments; Data-driven crowd evaluation; Statistical techniques for crowd evaluation. Part 6 Applications: Entertainment; Safety; Golaem Crowd Part 7 Research for the future.
โฆ Subjects
Arts;Gaming & Animation;Gaming;Computer Science;Computer Graphics & Visualization
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