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  • © 2007

Crowd Simulation

  • 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)

  1. Front Matter

    Pages I-XII
  2. Introduction

    • Daniel Thalmann, Soraia Raupp Musse
    Pages 1-4
  3. State-of-the-Art

    • Daniel Thalmann, Soraia Raupp Musse
    Pages 5-17
  4. Modeling of Populations

    • Daniel Thalmann, Soraia Raupp Musse
    Pages 19-58
  5. Virtual Human Animation

    • Daniel Thalmann, Soraia Raupp Musse
    Pages 59-87
  6. Behavioral Animation of Crowds

    • Daniel Thalmann, Soraia Raupp Musse
    Pages 89-123
  7. Relating Real Crowds with Virtual Crowds

    • Daniel Thalmann, Soraia Raupp Musse
    Pages 125-148
  8. Crowd Rendering

    • Daniel Thalmann, Soraia Raupp Musse
    Pages 149-176
  9. Populated Environments

    • Daniel Thalmann, Soraia Raupp Musse
    Pages 177-200
  10. Applications: Case Studies

    • Daniel Thalmann, Soraia Raupp Musse
    Pages 201-218
  11. Book Contribution

    • Daniel Thalmann, Soraia Raupp Musse
    Pages 219-220
  12. Back Matter

    Pages 221-242

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.

Bibliographic Information

Buy it now

Buying options

eBook USD 89.00
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Other ways to access