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Autor(en): 
  • Daniel Thalmann
  • Soraia Raupp Musse
  • Crowd Simulation 
     

    (Buch)
    Dieser Artikel gilt, aufgrund seiner Grösse, beim Versand als 2 Artikel!


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   i.d.R. innert 7-14 Tagen versandfertig
    Veröffentlichung:  August 2016  
    Genre:  EDV / Informatik 
     
    Automated Pattern Recognition / B / Computer Graphics / Computer Modelling / Computer modelling & simulation / computer science / Computer simulation / Computer Vision / Image processing / Image Processing and Computer Vision / Optical data processing / pattern recognition / Simulation and Modeling
    ISBN:  9781447168454 
    EAN-Code: 
    9781447168454 
    Verlag:  Springer London 
    Einband:  Kartoniert  
    Sprache:  English  
    Dimensionen:  H 235 mm / B 155 mm / D 16 mm 
    Gewicht:  532 gr 
    Seiten:  312 
    Zus. Info:  Paperback 
    Bewertung: Titel bewerten / Meinung schreiben
    Inhalt:
    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
    • Theconnection 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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