Introduction | p. 1 |
Requirements and Constraints for Crowd Modeling | p. 2 |
Crowd Simulation Areas | p. 3 |
State-of-the-Art | p. 5 |
Crowd Management Training Systems | p. 6 |
Sociological Models of Crowds | p. 7 |
Group Behavior in Robotics and Artificial Life | p. 7 |
Crowds in Virtual Worlds | p. 8 |
Behavioral Animation of Groups and Crowds | p. 9 |
Environment Modeling for Crowds | p. 11 |
Crowd Rendering | p. 12 |
Crowds in Non-Real-Time Productions | p. 14 |
Crowds in Games | p. 15 |
Crowd Scenario Authoring | p. 16 |
Modeling of Populations | p. 19 |
Introduction | p. 19 |
Creative Methods | p. 20 |
Body Shape Capture | p. 21 |
Interpolated Techniques | p. 22 |
A Model for Generation of Population | p. 24 |
Definition of the Initial Data | p. 26 |
Choice of a Template | p. 26 |
Definition of New Somatotypes | p. 27 |
Calculation of Influence of Sample Somatotypes | p. 28 |
Calculation of Mesh Variation | p. 29 |
Body Parts' Deformation | p. 30 |
Results and Discussion | p. 31 |
Crowd Appearance Variety | p. 35 |
Variety at Three Levels | p. 36 |
Color Variety | p. 38 |
Accessories | p. 46 |
Final Remarks | p. 58 |
Virtual Human Animation | p. 59 |
Introduction | p. 59 |
Related Work in Locomotion Modeling | p. 60 |
Kinematic Methods | p. 60 |
Physically Based Methods | p. 61 |
Motion Interpolation | p. 62 |
Statistical Models | p. 64 |
Principal Component Analysis | p. 65 |
Motion Capture Data Process | p. 65 |
Full-Cycle Model | p. 65 |
Motion Extrapolation | p. 68 |
Walking Model | p. 72 |
Motion Interpolation and Extrapolation | p. 72 |
Motion Retargeting and Timewarping | p. 75 |
Motion Generation | p. 76 |
Speed Control | p. 77 |
Type of Locomotion Control | p. 78 |
Personification Control | p. 78 |
Motion Transition | p. 78 |
Results | p. 79 |
Animation Variety | p. 81 |
Accessory Movements | p. 81 |
Steering | p. 84 |
The Need for a Fast Trajectory Control | p. 84 |
The Seek and Funneling Controllers | p. 84 |
Final Remarks | p. 87 |
Behavioral Animation of Crowds | p. 89 |
Introduction | p. 89 |
Related Work | p. 89 |
Crowd Behavioral Models | p. 93 |
PetroSim's Behavioral Model | p. 94 |
A Physically Based Behavioral Model | p. 99 |
Crowds Navigation | p. 106 |
Robot Motion Planning | p. 107 |
Crowd Motion Planning | p. 109 |
A Decomposition Approach for Crowd Navigation | p. 116 |
Final Remarks | p. 123 |
Relating Real Crowds with Virtual Crowds | p. 125 |
Introduction | p. 125 |
Studying the Motion of Real Groups of People | p. 125 |
Crowd Characteristics | p. 125 |
Crowd Events | p. 128 |
Parameters for Simulating Virtual Crowds Using Real Crowd Information | p. 129 |
Simulating Real Scenes | p. 130 |
Sociological Aspects | p. 134 |
Computer Vision for Crowds | p. 135 |
A Brief Overview on People Tracking | p. 136 |
An Approach for Crowd Simulation Using Computer Vision | p. 138 |
Using Computer Vision for People Tracking | p. 138 |
Clustering of Coherent Trajectories | p. 141 |
Generation of Extrapolated Velocity Fields | p. 143 |
Simulation Based on Real Data | p. 143 |
Some Examples | p. 145 |
Final Remarks | p. 147 |
Crowd Rendering | p. 149 |
Introduction | p. 149 |
Virtual Human Representations | p. 150 |
Human Template | p. 150 |
Deformable Mesh | p. 151 |
Rigid Mesh | p. 152 |
Impostor | p. 152 |
Architecture Pipeline | p. 155 |
Human Data Structures | p. 157 |
Pipeline Stages | p. 158 |
Motion Kits | p. 165 |
Data Structure | p. 165 |
Architecture | p. 167 |
Database Management | p. 169 |
Shadows | p. 172 |
Some Results | p. 174 |
Final Remarks | p. 176 |
Populated Environments | p. 177 |
Introduction | p. 177 |
Terrain Modeling | p. 178 |
Plants and Lakes | p. 180 |
Sky and Clouds | p. 181 |
Informed Environment | p. 181 |
Data Model | p. 184 |
Topo Mesh | p. 186 |
Building Modeling | p. 188 |
Landing Algorithms | p. 189 |
Ontology-Based Simulation | p. 191 |
Using Ontology for Crowd Simulation in Normal Life Situations | p. 191 |
Applying Ontology to VR Environment | p. 193 |
The Prototype of UEM | p. 193 |
Simulation Results | p. 185 |
Real-Time Rendering and Visualization | p. 199 |
Implementation Aspects | p. 199 |
Final Remarks | p. 200 |
Applications: Case Studies | p. 201 |
Introduction | p. 201 |
Crowd Simulation for Virtual Heritage | p. 201 |
Virtual Population of Worshippers Performing Morning Namaz Prayer inside a Virtual Mosque | p. 202 |
Virtual Roman Audience in the Aphrodisias Odeon | p. 204 |
Crowdbrush | p. 209 |
Brushes | p. 211 |
Safety Systems | p. 216 |
Final Remarks | p. 218 |
Book Contribution | p. 219 |
References | p. 221 |
Index | p. 241 |
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