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Kategorie szczegółowe BISAC

Crowd Simulation

ISBN-13: 9781447144496 / Angielski / Twarda / 2012 / 296 str.

Daniel Thalmann; Soraia Raupp Musse
Crowd Simulation Daniel Thalmann Soraia Raupp Musse 9781447144496 Springer - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Crowd Simulation

ISBN-13: 9781447144496 / Angielski / Twarda / 2012 / 296 str.

Daniel Thalmann; Soraia Raupp Musse
cena 403,47
(netto: 384,26 VAT:  5%)

Najniższa cena z 30 dni: 385,52
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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 renderingThe 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.

Kategorie:
Informatyka
Kategorie BISAC:
Computers > Software Development & Engineering - Computer Graphics
Computers > Artificial Intelligence - Computer Vision & Pattern Recognition
Computers > Computer Simulation
Wydawca:
Springer
Język:
Angielski
ISBN-13:
9781447144496
Rok wydania:
2012
Wydanie:
2013
Ilość stron:
296
Waga:
0.72 kg
Wymiary:
23.11 x 16.26 x 2.03
Oprawa:
Twarda
Wolumenów:
01
Dodatkowe informacje:
Bibliografia

From the reviews of the second edition:

"A wide variety of applications require effective techniques and solutions for developing crowd simulations. This second edition surveys techniques, discusses issues and applications, and concludes with case studies. ... Algorithms and illustrations accompany the text throughout. ... Students who might be considering a future in simulation and virtual narratives will find this book informative and inspiring." (Alyx Macfadyen, Computing Reviews, September, 2013)

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.

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.

Thalmann, Daniel Daniel Thalmann is Professor and Director of the V... więcej >


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