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Crowd Simulation

  • Daniel Thalmann
  • Soraia Raupp Musse

Table of contents

  1. Front Matter
    Pages I-XV
  2. Daniel Thalmann, Soraia Raupp Musse
    Pages 1-7
  3. Daniel Thalmann, Soraia Raupp Musse
    Pages 9-30
  4. Daniel Thalmann, Soraia Raupp Musse
    Pages 31-80
  5. Daniel Thalmann, Soraia Raupp Musse
    Pages 81-110
  6. Daniel Thalmann, Soraia Raupp Musse
    Pages 111-168
  7. Daniel Thalmann, Soraia Raupp Musse
    Pages 169-193
  8. Daniel Thalmann, Soraia Raupp Musse
    Pages 195-227
  9. Daniel Thalmann, Soraia Raupp Musse
    Pages 229-266
  10. Daniel Thalmann, Soraia Raupp Musse
    Pages 267-291
  11. Back Matter
    Pages 293-296

About this book

Introduction

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.

Keywords

Animation Modeling Motion Capture Rendering Textures Virtual Crowds Virtual Population

Authors and affiliations

  • Daniel Thalmann
    • 1
  • Soraia Raupp Musse
    • 2
  1. 1.Institute for Media Innovation (IMI)Nanyang Technological UniversitySingaporeSingapore
  2. 2.Computing Science Department, Graduate Program in Computer SciencePontifícia Universidade Católica do RioPorto AlegreBrazil

Bibliographic information

  • DOI https://doi.org/10.1007/978-1-4471-4450-2
  • Copyright Information Springer-Verlag London 2013
  • Publisher Name Springer, London
  • eBook Packages Computer Science
  • Print ISBN 978-1-4471-4449-6
  • Online ISBN 978-1-4471-4450-2
  • Buy this book on publisher's site