03526nam 2200589 a 450 991043760140332120200520144314.01-283-69699-11-4471-4450-310.1007/978-1-4471-4450-2(CKB)2670000000277595(EBL)1030600(OCoLC)813213117(SSID)ssj0000766981(PQKBManifestationID)11436178(PQKBTitleCode)TC0000766981(PQKBWorkID)10748816(PQKB)10350259(DE-He213)978-1-4471-4450-2(MiAaPQ)EBC1030600(PPN)16829348X(EXLCZ)99267000000027759520120924d2013 uy 0engur|n|---|||||txtccrCrowd simulation /Daniel Thalmann, Soraia Raupp Musse2nd ed.New York Springer20131 online resource (304 p.)Description based upon print version of record.1-4471-4449-X Includes bibliographical references and index.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.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.Collective behaviorComputer simulationCrowdsComputer simulationCollective behaviorComputer simulation.CrowdsComputer simulation.302.3302.33Thalmann Daniel60546Musse Soraia Raupp1762480MiAaPQMiAaPQMiAaPQBOOK9910437601403321Crowd simulation4202466UNINA