Crowd Simulation: Edition 2

· Springer Science & Business Media
電子書
296
評分和評論未經驗證  瞭解詳情

關於本電子書

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.

為這本電子書評分

歡迎提供意見。

閱讀資訊

智慧型手機與平板電腦
只要安裝 Google Play 圖書應用程式 Android 版iPad/iPhone 版,不僅應用程式內容會自動與你的帳戶保持同步,還能讓你隨時隨地上網或離線閱讀。
筆記型電腦和電腦
你可以使用電腦的網路瀏覽器聆聽你在 Google Play 購買的有聲書。
電子書閱讀器與其他裝置
如要在 Kobo 電子閱讀器這類電子書裝置上閱覽書籍,必須將檔案下載並傳輸到該裝置上。請按照說明中心的詳細操作說明,將檔案傳輸到支援的電子閱讀器上。