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Crowd Simulation / by Daniel Thalmann, Soraia Raupp Musse.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Author/Creator:
Thalmann, Daniel, author.
Musse, Soraia Raupp, author.
Contributor:
SpringerLink (Online service)
Series:
Computer Science (Springer-11645)
Language:
English
Subjects (All):
Computer graphics.
Optical data processing.
Computer simulation.
Pattern perception.
Computer Graphics.
Image Processing and Computer Vision.
Simulation and Modeling.
Pattern Recognition.
Local Subjects:
Computer Graphics.
Image Processing and Computer Vision.
Simulation and Modeling.
Pattern Recognition.
Physical Description:
1 online resource (XV, 296 pages) : 175 illustrations, 147 illustrations in color
Edition:
Second edition 2013.
Contained In:
Springer eBooks
Other Title:
With contributions by numerous experts
Place of Publication:
London : Springer London : Imprint: Springer, 2013.
System Details:
text file PDF
Summary:
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 - 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: Population modeling Virtual human animation Behavioral models for crowds The connection between virtual and real crowds Path planning and navigation Visual attention models Geometric and populated semantic environments 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 - individuals appearing conscious of their environment and of others - is introduced, and a free-of-collision method for crowds is also discussed.
Contents:
Preface
Introduction
State-of-the-Art
Modeling of Populations
Virtual Human Animation
Behavioral Animation of Crowds
Relating Real Crowds with Virtual Crowds
Crowd Rendering
Populated Environments
Applications: Case Studies
Index.
Other Format:
Printed edition:
ISBN:
978-1-4471-4450-2
9781447144502
Access Restriction:
Restricted for use by site license.

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