Crowd Simulation (Record no. 54726)

000 -LEADER
fixed length control field 03534nam a22005295i 4500
001 - CONTROL NUMBER
control field 978-1-4471-4450-2
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20200421111656.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 121009s2013 xxk| s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9781447144502
-- 978-1-4471-4450-2
082 04 - CLASSIFICATION NUMBER
Call Number 006.6
100 1# - AUTHOR NAME
Author Thalmann, Daniel.
245 10 - TITLE STATEMENT
Title Crowd Simulation
250 ## - EDITION STATEMENT
Edition statement 2nd ed. 2013.
300 ## - PHYSICAL DESCRIPTION
Number of Pages XV, 296 p. 175 illus., 147 illus. in color.
505 0# - FORMATTED CONTENTS NOTE
Remark 2 Preface -- 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.
520 ## - SUMMARY, ETC.
Summary, etc 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.
700 1# - AUTHOR 2
Author 2 Musse, Soraia Raupp.
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier http://dx.doi.org/10.1007/978-1-4471-4450-2
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type eBooks
264 #1 -
-- London :
-- Springer London :
-- Imprint: Springer,
-- 2013.
336 ## -
-- text
-- txt
-- rdacontent
337 ## -
-- computer
-- c
-- rdamedia
338 ## -
-- online resource
-- cr
-- rdacarrier
347 ## -
-- text file
-- PDF
-- rda
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer science.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer simulation.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer graphics.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Image processing.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Pattern recognition.
650 14 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer Science.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer Graphics.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Image Processing and Computer Vision.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Simulation and Modeling.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Pattern Recognition.
912 ## -
-- ZDB-2-SCS

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