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Crowd Simulation

  • Book
  • © 2007

Overview

  • First book to focus entirely on methods and techniques for crowd simulation

  • Crowd simulation is in demand in many applications including, security, defence, entertainment and the movie industry

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Table of contents (10 chapters)

Keywords

About this book

Research into the methods and techniques used in simulating crowds is now reaching maturity, but until now there is no book that focuses on this important topic.

Prior approaches have been application-specific focusing on different aspects of collective behaviour and using different modelling techniques. Thalmann and Musse have identified two broader areas of crowd simulations, firstly focusing on the realism of behavioural aspects and secondly looking at how to achieve high quality visualisation.

The study of crowds is complex with issues such as collision avoidance problems relating to large numbers of individuals; motion planning, trajectories and so forth. Depending on the application of crowds, other requirements such as real-time simulations are needed to populate virtual environments in VR systems. In order to provide a tool to simulate behavioural aspects of a crowd, social conventions of inter-relationships are needed.

Crowd requirements and potential strategies are discussed in this book and topics covered include population modelling, virtual human animation and computer vision techniques that are focused on crowd control and crowd rendering.

Authors and Affiliations

  • Epfl Vrlab, CH 1015 Lausanne, Switzerland

    Daniel Thalmann

  • Graduate Course in Computer Science, Pucrs, 6681 - Builing 32, Brazil

    Soraia Raupp Musse

About the authors

Daniel Thalmann is Professor and Director of the Virtual Reality Lab (VRlab) at EPFL Switzerland. Soraia Raupp Musse was his PhD student and she developed her thesis on human crowd simulation. Since 2000 they have continued to work with crowd simulation in computer graphics and virtual reality.

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