rent-now

Rent More, Save More! Use code: ECRENTAL

5% off 1 book, 7% off 2 books, 10% off 3+ books

9781846288241

Crowd Simulation

by ;
  • ISBN13:

    9781846288241

  • ISBN10:

    184628824X

  • Format: Hardcover
  • Copyright: 2007-10-19
  • Publisher: Springer-Verlag New York Inc
  • Purchase Benefits
  • Free Shipping Icon Free Shipping On Orders Over $35!
    Your order must be $35 or more to qualify for free economy shipping. Bulk sales, PO's, Marketplace items, eBooks and apparel do not qualify for this offer.
  • eCampus.com Logo Get Rewarded for Ordering Your Textbooks! Enroll Now
List Price: $119.00 Save up to $79.76
  • Digital
    $85.02
    Add to Cart

    DURATION
    PRICE

Summary

There has been a growing interest in crowd simulation particularly in the commercial sector where it is used in security, defence, entertainment and the movie industry. This field is now reaching maturity and there is a need for a book that focuses entirely on methods and techniques for crowd simulation, this book fills that gap. The topics covered include: Modelling of populations, Virtual Human Animation, Behavioural Animation of Crowds, Crowd Rendering, Populated Environments.

Author Biography

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.

Table of Contents

Introductionp. 1
Requirements and Constraints for Crowd Modelingp. 2
Crowd Simulation Areasp. 3
State-of-the-Artp. 5
Crowd Management Training Systemsp. 6
Sociological Models of Crowdsp. 7
Group Behavior in Robotics and Artificial Lifep. 7
Crowds in Virtual Worldsp. 8
Behavioral Animation of Groups and Crowdsp. 9
Environment Modeling for Crowdsp. 11
Crowd Renderingp. 12
Crowds in Non-Real-Time Productionsp. 14
Crowds in Gamesp. 15
Crowd Scenario Authoringp. 16
Modeling of Populationsp. 19
Introductionp. 19
Creative Methodsp. 20
Body Shape Capturep. 21
Interpolated Techniquesp. 22
A Model for Generation of Populationp. 24
Definition of the Initial Datap. 26
Choice of a Templatep. 26
Definition of New Somatotypesp. 27
Calculation of Influence of Sample Somatotypesp. 28
Calculation of Mesh Variationp. 29
Body Parts' Deformationp. 30
Results and Discussionp. 31
Crowd Appearance Varietyp. 35
Variety at Three Levelsp. 36
Color Varietyp. 38
Accessoriesp. 46
Final Remarksp. 58
Virtual Human Animationp. 59
Introductionp. 59
Related Work in Locomotion Modelingp. 60
Kinematic Methodsp. 60
Physically Based Methodsp. 61
Motion Interpolationp. 62
Statistical Modelsp. 64
Principal Component Analysisp. 65
Motion Capture Data Processp. 65
Full-Cycle Modelp. 65
Motion Extrapolationp. 68
Walking Modelp. 72
Motion Interpolation and Extrapolationp. 72
Motion Retargeting and Timewarpingp. 75
Motion Generationp. 76
Speed Controlp. 77
Type of Locomotion Controlp. 78
Personification Controlp. 78
Motion Transitionp. 78
Resultsp. 79
Animation Varietyp. 81
Accessory Movementsp. 81
Steeringp. 84
The Need for a Fast Trajectory Controlp. 84
The Seek and Funneling Controllersp. 84
Final Remarksp. 87
Behavioral Animation of Crowdsp. 89
Introductionp. 89
Related Workp. 89
Crowd Behavioral Modelsp. 93
PetroSim's Behavioral Modelp. 94
A Physically Based Behavioral Modelp. 99
Crowds Navigationp. 106
Robot Motion Planningp. 107
Crowd Motion Planningp. 109
A Decomposition Approach for Crowd Navigationp. 116
Final Remarksp. 123
Relating Real Crowds with Virtual Crowdsp. 125
Introductionp. 125
Studying the Motion of Real Groups of Peoplep. 125
Crowd Characteristicsp. 125
Crowd Eventsp. 128
Parameters for Simulating Virtual Crowds Using Real Crowd Informationp. 129
Simulating Real Scenesp. 130
Sociological Aspectsp. 134
Computer Vision for Crowdsp. 135
A Brief Overview on People Trackingp. 136
An Approach for Crowd Simulation Using Computer Visionp. 138
Using Computer Vision for People Trackingp. 138
Clustering of Coherent Trajectoriesp. 141
Generation of Extrapolated Velocity Fieldsp. 143
Simulation Based on Real Datap. 143
Some Examplesp. 145
Final Remarksp. 147
Crowd Renderingp. 149
Introductionp. 149
Virtual Human Representationsp. 150
Human Templatep. 150
Deformable Meshp. 151
Rigid Meshp. 152
Impostorp. 152
Architecture Pipelinep. 155
Human Data Structuresp. 157
Pipeline Stagesp. 158
Motion Kitsp. 165
Data Structurep. 165
Architecturep. 167
Database Managementp. 169
Shadowsp. 172
Some Resultsp. 174
Final Remarksp. 176
Populated Environmentsp. 177
Introductionp. 177
Terrain Modelingp. 178
Plants and Lakesp. 180
Sky and Cloudsp. 181
Informed Environmentp. 181
Data Modelp. 184
Topo Meshp. 186
Building Modelingp. 188
Landing Algorithmsp. 189
Ontology-Based Simulationp. 191
Using Ontology for Crowd Simulation in Normal Life Situationsp. 191
Applying Ontology to VR Environmentp. 193
The Prototype of UEMp. 193
Simulation Resultsp. 185
Real-Time Rendering and Visualizationp. 199
Implementation Aspectsp. 199
Final Remarksp. 200
Applications: Case Studiesp. 201
Introductionp. 201
Crowd Simulation for Virtual Heritagep. 201
Virtual Population of Worshippers Performing Morning Namaz Prayer inside a Virtual Mosquep. 202
Virtual Roman Audience in the Aphrodisias Odeonp. 204
Crowdbrushp. 209
Brushesp. 211
Safety Systemsp. 216
Final Remarksp. 218
Book Contributionp. 219
Referencesp. 221
Indexp. 241
Table of Contents provided by Ingram. All Rights Reserved.

Supplemental Materials

What is included with this book?

The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

Rewards Program