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There are many applications of computer animation and simulation
where it is necessary to model virtual crowds of autonomous agents.
Some of these applications include site planning, education,
entertainment, training, and human factors analysis for building
evacuation. Other applications include simulations of scenarios
where masses of people gather, flow, and disperse, such as
transportation centers, sporting events, and concerts. Most crowd
simulations include only basic locomotive behaviors possibly
coupled with a few stochastic actions. Our goal in this survey is
to establish a baseline of techniques and requirements for
simulating large-scale virtual human populations. Sometimes, these
populations might be mutually engaged in a common activity such as
evacuation from a building or area; other times they may be going
about their individual and personal agenda of work, play, leisure,
travel, or spectator. Computational methods to model one set of
requirements may not mesh well with good approaches to another. By
including both crowd and individual goals and constraints into a
comprehensive computational model, we expect to simulate the visual
texture and contextual behaviors of groups of seemingly sentient
beings. Table of Contents: Introduction / Crowd Simulation
Methodology Survey / Individual Differences in Crowds / Framework
(HiDAC + MACES + CAROSA) / HiDAC: Local Motion / MACES: Wayfinding
with Communication and Roles / CAROSA: Functional Crowds /
Initializing a Scenario / Evaluating Crowds
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