Crowd Simulation - Info and Reading Options
By Daniel Thalmann

"Crowd Simulation" was published by Springer in Oct 04, 2012 and it has 311 pages.
“Crowd Simulation” Metadata:
- Title: Crowd Simulation
- Author: Daniel Thalmann
- Number of Pages: 311
- Publisher: Springer
- Publish Date: Oct 04, 2012
“Crowd Simulation” Subjects and Themes:
- Subjects: ➤ Pattern perception - Image Processing and Computer Vision - Computer graphics - Optical pattern recognition - Simulation and Modeling - Computer vision - Computer simulation - Computer science - Collective behavior - Crowds
Edition Specifications:
- Format: hardcover
Edition Identifiers:
- The Open Library ID: OL30588982M - OL19838785W
- Online Computer Library Center (OCLC) ID: 805017772
- Library of Congress Control Number (LCCN): 2012950038
- ISBN-13: 9781447144496
- ISBN-10: 144714449X
- All ISBNs: 144714449X - 9781447144496
AI-generated Review of “Crowd Simulation”:
"Crowd Simulation" Description:
The Open Library:
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 modelingVirtual human animationBehavioral models for crowdsThe connection between virtual and real crowdsPath planning and navigationVisual attention modelsGeometric and populated semantic environmentsCrowd renderingThe 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.
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