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."
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