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Crowd Simulation

Autor Daniel Thalmann, Soraia Raupp Musse
en Limba Engleză Hardback – 4 oct 2012
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.
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Specificații

ISBN-13: 9781447144496
ISBN-10: 144714449X
Pagini: 338
Ilustrații: XV, 296 p.
Dimensiuni: 155 x 235 x 18 mm
Greutate: 0.73 kg
Ediția:2nd ed. 2013
Editura: SPRINGER LONDON
Colecția Springer
Locul publicării:London, United Kingdom

Public țintă

Research

Cuprins

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.

Recenzii

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)

Textul de pe ultima copertă

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.

Caracteristici

Provides a complete review of the domain of crowd simulation
Includes discussions about challenges and new trends within the domain
Presents solutions and new methods to solve scientific challenges
Describes practical experiences in crowd simulation
Includes supplementary material: sn.pub/extras