000 | 03534nam a22005295i 4500 | ||
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001 | 978-1-4471-4450-2 | ||
003 | DE-He213 | ||
005 | 20200421111656.0 | ||
007 | cr nn 008mamaa | ||
008 | 121009s2013 xxk| s |||| 0|eng d | ||
020 |
_a9781447144502 _9978-1-4471-4450-2 |
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024 | 7 |
_a10.1007/978-1-4471-4450-2 _2doi |
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050 | 4 | _aT385 | |
072 | 7 |
_aUML _2bicssc |
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072 | 7 |
_aCOM012000 _2bisacsh |
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082 | 0 | 4 |
_a006.6 _223 |
100 | 1 |
_aThalmann, Daniel. _eauthor. |
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245 | 1 | 0 |
_aCrowd Simulation _h[electronic resource] / _cby Daniel Thalmann, Soraia Raupp Musse. |
246 | 3 | _aWith contributions by numerous experts | |
250 | _a2nd ed. 2013. | ||
264 | 1 |
_aLondon : _bSpringer London : _bImprint: Springer, _c2013. |
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300 |
_aXV, 296 p. 175 illus., 147 illus. in color. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _bPDF _2rda |
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505 | 0 | _aPreface -- 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 | _aResearch 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. | ||
650 | 0 | _aComputer science. | |
650 | 0 | _aComputer simulation. | |
650 | 0 | _aComputer graphics. | |
650 | 0 | _aImage processing. | |
650 | 0 | _aPattern recognition. | |
650 | 1 | 4 | _aComputer Science. |
650 | 2 | 4 | _aComputer Graphics. |
650 | 2 | 4 | _aImage Processing and Computer Vision. |
650 | 2 | 4 | _aSimulation and Modeling. |
650 | 2 | 4 | _aPattern Recognition. |
700 | 1 |
_aMusse, Soraia Raupp. _eauthor. |
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710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer eBooks | |
776 | 0 | 8 |
_iPrinted edition: _z9781447144496 |
856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/978-1-4471-4450-2 |
912 | _aZDB-2-SCS | ||
942 | _cEBK | ||
999 |
_c54726 _d54726 |