2nd ed. 2013, XV, 296 p. 175 illus., 147 illus. in color.
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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
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:
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
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.