000 03534nam a22005295i 4500
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
024 7 _a10.1007/978-1-4471-4450-2
_2doi
050 4 _aT385
072 7 _aUML
_2bicssc
072 7 _aCOM012000
_2bisacsh
082 0 4 _a006.6
_223
100 1 _aThalmann, Daniel.
_eauthor.
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.
300 _aXV, 296 p. 175 illus., 147 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
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.
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