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This book provides a deep understanding of state-of-art methods for
simulation of heterogeneous crowds in computer graphics. It will
cover different aspects that are necessary to achieve plausible
crowd behaviors. The book will be a review of the most recent
literature in this field that can help professionals and graduate
students interested in this field to get up to date with the latest
contributions, and open problems for their possible future
research. The chapter contributors are well known researchers and
practitioners in the field and they include their latest
contributions in the different topics required to achieve
believable heterogeneous crowd simulation. Provides crowd
simulation methodology to populate virtual environments, for video
games or any kind of applications that requires believable
multi-agent behavior Presents the latest contributions on crowd
simulation, animation, planning, rendering and evaluation with
detailed algorithms for implementation purposes Includes
perspectives of both academic researchers and industrial
practitioners with reference to open source solutions and
commercial applications, where appropriate
This book provides a deep understanding of state-of-art methods for
simulation of heterogeneous crowds in computer graphics. It will
cover different aspects that are necessary to achieve plausible
crowd behaviors. The book will be a review of the most recent
literature in this field that can help professionals and graduate
students interested in this field to get up to date with the latest
contributions, and open problems for their possible future
research. The chapter contributors are well known researchers and
practitioners in the field and they include their latest
contributions in the different topics required to achieve
believable heterogeneous crowd simulation. Provides crowd
simulation methodology to populate virtual environments, for video
games or any kind of applications that requires believable
multi-agent behavior Presents the latest contributions on crowd
simulation, animation, planning, rendering and evaluation with
detailed algorithms for implementation purposes Includes
perspectives of both academic researchers and industrial
practitioners with reference to open source solutions and
commercial applications, where appropriate
Current computer graphics hardware and software make it possible to
synthesize near photo-realistic images, but the simulation of
natural-looking motion of articulated figures remains a difficult
and challenging task. Skillfully rendered animation of humans,
animals, and robots can delight and move us, but simulating their
realistic motion holds great promise for many other applications as
well, including ergonomic engineering design, clinical diagnosis of
pathological movements, rehabilitation therapy, and biomechanics.
Making Them Move presents the work of leading researchers in
computer graphics, psychology, robotics and mechanical engineering
who were invited to attend the Workshop on the Mechanics, Control
and Animation of Articulated Figures held at the MIT Media Lab in
April 1989. The book explores biological and robotic motor control,
as well as state-of-the-art computer graphics techniques for
simulating human and animal figures in a natural and physically
realistic manner.
This book describes, from a computer science viewpoint the
software, methods of simulating and analysing crowds with a
particular focus on the effects of panic in emergency situations.
The power of modern technology impacts on modern life in multiple
ways every day. A variety of scientific models and computational
tools have been developed to improve human safety and comfort in
built environments. In particular, understanding pedestrian
behaviours during egress situations is of considerable importance
in such contexts. Moreover, some places are built for large numbers
of people (such as train stations and airports and high volume
special activities such as sporting events). Simulating Crowds in
Egress Scenarios discusses the use of computational crowd
simulation to reproduce and evaluate egress performance in specific
scenarios. Several case studies are included, evaluating the work
and different analyses, and comparisons of simulation data versus
data obtained from real-life experiments are given.
During the past decade, high-performance computer graphics have
found application in an exciting and expanding range of new
domains. Among the most dramatic developments has been the
incorporation of real-time interactive manipulation and display for
human figures. Though actively pursued by several research groups,
the problem of providing a synthetic or surrogate human for
engineers and designers already familiar with computer-aided design
techniques was most comprehensively solved by Norman Badler's
Computer Graphics Laboratory at the University of Pennsylvania. The
breadth of that effort as well as the details of its methodology
and software environment are presented in this volume. The book is
intended for human factors engineers interested in understanding
how a computer-graphics surrogate human can augment their analyses
of designed environments. It will also inform design engineers of
the state of the art in human figure modeling, and hence of the
human-centered design central to the emergent concept of concurrent
engineering. In fulfilling these goals, the book additionally
documents for the entire computer graphics community a major
research effort in the interactive control of articulated human
figures.
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