Authors:
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
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Table of contents (9 chapters)
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Front Matter
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Back Matter
About this book
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.
Reviews
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)Authors and Affiliations
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Institute for Media Innovation (IMI), Nanyang Technological University, Singapore, Singapore
Daniel Thalmann
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Computing Science Department, Graduate Program in Computer Science, Pontifícia Universidade Católica do Rio, Porto Alegre, Brazil
Soraia Raupp Musse
Bibliographic Information
Book Title: Crowd Simulation
Authors: Daniel Thalmann, Soraia Raupp Musse
DOI: https://doi.org/10.1007/978-1-4471-4450-2
Publisher: Springer London
eBook Packages: Computer Science, Computer Science (R0)
Copyright Information: Springer-Verlag London 2013
Hardcover ISBN: 978-1-4471-4449-6Published: 04 October 2012
Softcover ISBN: 978-1-4471-6845-4Published: 23 August 2016
eBook ISBN: 978-1-4471-4450-2Published: 03 October 2012
Edition Number: 2
Number of Pages: XV, 296
Topics: Computer Graphics, Image Processing and Computer Vision, Simulation and Modeling, Pattern Recognition