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Crowd Simulation

Authors: Thalmann, Daniel, Musse, Soraia Raupp

  • 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
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eBook $109.00
price for USA
  • ISBN 978-1-4471-4450-2
  • Digitally watermarked, DRM-free
  • Included format: PDF, EPUB
  • ebooks can be used on all reading devices
  • Download immediately after purchase
Hardcover $149.00
price for USA
  • ISBN 978-1-4471-4449-6
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
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)

Table of contents (9 chapters)

Buy this book

eBook $109.00
price for USA
  • ISBN 978-1-4471-4450-2
  • Digitally watermarked, DRM-free
  • Included format: PDF, EPUB
  • ebooks can be used on all reading devices
  • Download immediately after purchase
Hardcover $149.00
price for USA
  • ISBN 978-1-4471-4449-6
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
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Bibliographic Information

Bibliographic Information
Book Title
Crowd Simulation
Authors
Copyright
2013
Publisher
Springer-Verlag London
Copyright Holder
Springer-Verlag London
eBook ISBN
978-1-4471-4450-2
DOI
10.1007/978-1-4471-4450-2
Hardcover ISBN
978-1-4471-4449-6
Edition Number
2
Number of Pages
XV, 296
Topics