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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
This volume presents novel computational models for representing
digital humans and their interactions with other virtual characters
and meaningful environments. In this context, we describe efficient
algorithms to animate, control, and author human-like agents having
their own set of unique capabilities, personalities, and desires.
We begin with the lowest level of footstep determination to steer
agents in collision-free paths. Steering choices are controlled by
navigation in complex environments, including multi-domain planning
with dynamically changing situations. Virtual agents are given
perceptual capabilities analogous to those of real people,
including sound perception, multi-sense attention, and
understanding of environment semantics which affect their behavior
choices. The roles and impacts of individual attributes, such as
memory and personality are explored. The animation challenges of
integrating a number of simultaneous behavior and movement demands
on an agent are addressed through an open source software system.
Finally, the creation of stories and narratives with groups of
agents subject to planning and environmental constraints culminates
the presentation.
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