LEADER 03526nam 2200589 a 450 001 9910437601403321 005 20200520144314.0 010 $a1-283-69699-1 010 $a1-4471-4450-3 024 7 $a10.1007/978-1-4471-4450-2 035 $a(CKB)2670000000277595 035 $a(EBL)1030600 035 $a(OCoLC)813213117 035 $a(SSID)ssj0000766981 035 $a(PQKBManifestationID)11436178 035 $a(PQKBTitleCode)TC0000766981 035 $a(PQKBWorkID)10748816 035 $a(PQKB)10350259 035 $a(DE-He213)978-1-4471-4450-2 035 $a(MiAaPQ)EBC1030600 035 $a(PPN)16829348X 035 $a(EXLCZ)992670000000277595 100 $a20120924d2013 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aCrowd simulation /$fDaniel Thalmann, Soraia Raupp Musse 205 $a2nd ed. 210 $aNew York $cSpringer$d2013 215 $a1 online resource (304 p.) 300 $aDescription based upon print version of record. 311 $a1-4471-4449-X 320 $aIncludes bibliographical references and index. 327 $aPreface -- 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. 330 $aResearch 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. 606 $aCollective behavior$xComputer simulation 606 $aCrowds$xComputer simulation 615 0$aCollective behavior$xComputer simulation. 615 0$aCrowds$xComputer simulation. 676 $a302.3 676 $a302.33 700 $aThalmann$b Daniel$060546 701 $aMusse$b Soraia Raupp$01762480 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910437601403321 996 $aCrowd simulation$94202466 997 $aUNINA