Crowd Simulation Crowd Simulation

Crowd Simulation

    • US$84.99
    • US$84.99

출판사 설명

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.

장르
컴퓨터 및 인터넷
출시일
2012년
10월 3일
언어
EN
영어
길이
311
페이지
출판사
Springer London
판매자
Springer Nature B.V.
크기
4.9
MB
Motion in Games Motion in Games
2008년
Grouping Genetic Algorithms Grouping Genetic Algorithms
2011년
Granular-Relational Data Mining Granular-Relational Data Mining
2010년
Entertainment Computing – ICEC 2007 Entertainment Computing – ICEC 2007
2007년
Stepping into Virtual Reality Stepping into Virtual Reality
2008년
Transactions on Computational Science XII Transactions on Computational Science XII
2011년
Technology, Design and the Arts - Opportunities and Challenges Technology, Design and the Arts - Opportunities and Challenges
2020년
Computer Animation and Social Agents Computer Animation and Social Agents
2025년
Computer Animation and Social Agents Computer Animation and Social Agents
2025년
Computer Animation and Social Agents Computer Animation and Social Agents
2025년
Advances in Computer Graphics Advances in Computer Graphics
2025년
Advances in Computer Graphics Advances in Computer Graphics
2025년