Crowd Simulation Crowd Simulation

Crowd Simulation

    • €87.99
    • €87.99

Publisher Description

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 modelingVirtual human animationBehavioral models for crowdsTheconnection between virtual and real crowdsPath planning and navigationVisual attention modelsGeometric and populated semantic environmentsCrowd 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.

GENRE
Computing & Internet
RELEASED
2012
3 October
LANGUAGE
EN
English
LENGTH
311
Pages
PUBLISHER
Springer London
PROVIDER INFO
Springer Science & Business Media LLC
SIZE
4.9
MB
Motion in Games Motion in Games
2008
Grouping Genetic Algorithms Grouping Genetic Algorithms
2011
Granular-Relational Data Mining Granular-Relational Data Mining
2010
Entertainment Computing – ICEC 2007 Entertainment Computing – ICEC 2007
2007
Stepping into Virtual Reality Stepping into Virtual Reality
2008
Transactions on Computational Science XII Transactions on Computational Science XII
2011
Computer Animation and Social Agents Computer Animation and Social Agents
2025
Computer Animation and Social Agents Computer Animation and Social Agents
2025
Computer Animation and Social Agents Computer Animation and Social Agents
2025
Advances in Computer Graphics Advances in Computer Graphics
2025
Advances in Computer Graphics Advances in Computer Graphics
2025
Advances in Computer Graphics Advances in Computer Graphics
2025