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Crowd Simulation

Crowd Simulation PDF Author: Daniel Thalmann
Publisher: Springer Science & Business Media
ISBN: 1447144503
Category : Computers
Languages : en
Pages : 305

Book Description
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.

Crowd Simulation

Crowd Simulation PDF Author: Daniel Thalmann
Publisher: Springer Science & Business Media
ISBN: 1447144503
Category : Computers
Languages : en
Pages : 305

Book Description
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.

Virtual Crowds

Virtual Crowds PDF Author: Nuria Palechano
Publisher: Springer Nature
ISBN: 3031792424
Category : Mathematics
Languages : en
Pages : 176

Book Description
There are many applications of computer animation and simulation where it is necessary to model virtual crowds of autonomous agents. Some of these applications include site planning, education, entertainment, training, and human factors analysis for building evacuation. Other applications include simulations of scenarios where masses of people gather, flow, and disperse, such as transportation centers, sporting events, and concerts. Most crowd simulations include only basic locomotive behaviors possibly coupled with a few stochastic actions. Our goal in this survey is to establish a baseline of techniques and requirements for simulating large-scale virtual human populations. Sometimes, these populations might be mutually engaged in a common activity such as evacuation from a building or area; other times they may be going about their individual and personal agenda of work, play, leisure, travel, or spectator. Computational methods to model one set of requirements may not mesh well with good approaches to another. By including both crowd and individual goals and constraints into a comprehensive computational model, we expect to simulate the visual texture and contextual behaviors of groups of seemingly sentient beings. Table of Contents: Introduction / Crowd Simulation Methodology Survey / Individual Differences in Crowds / Framework (HiDAC + MACES + CAROSA) / HiDAC: Local Motion / MACES: Wayfinding with Communication and Roles / CAROSA: Functional Crowds / Initializing a Scenario / Evaluating Crowds

Crowd Dynamics, Volume 2

Crowd Dynamics, Volume 2 PDF Author: Livio Gibelli
Publisher: Springer Nature
ISBN: 3030504506
Category : Mathematics
Languages : en
Pages : 224

Book Description
This contributed volume explores innovative research in the modeling, simulation, and control of crowd dynamics. Chapter authors approach the topic from the perspectives of mathematics, physics, engineering, and psychology, providing a comprehensive overview of the work carried out in this challenging interdisciplinary research field. After providing a critical analysis of the current state of the field and an overview of the current research perspectives, chapters focus on three main research areas: pedestrian interactions, crowd control, and multiscale modeling. Specific topics covered in this volume include: crowd dynamics through conservation laws recent developments in controlled crowd dynamics mixed traffic modeling insights and applications from crowd psychology Crowd Dynamics, Volume 2 is ideal for mathematicians, engineers, physicists, and other researchers working in the rapidly growing field of modeling and simulation of human crowds.

Agents for Games and Simulations II

Agents for Games and Simulations II PDF Author: F. Dignum
Publisher: Springer Science & Business Media
ISBN: 3642181805
Category : Computers
Languages : en
Pages : 216

Book Description
While today's game engines and multi-agent platforms cross-fertilize each other to some extent, the technologies used in these areas are not readily compatible due to some differences in their primary concerns. Where game engines prioritize efficiency and central control, multi-agent platforms focus on agent autonomy and sophisticated communication capabilities. This volume gives an overview of the current state of the art for people wishing to combine agent technology with (serious) games. This state-of-the-art survey contains a collection of papers presented at AGS 2010; the Second International Workshop on Agents for Games and Simulations, held on May 10, 2010, in Toronto, as well as extended versions of papers from other workshops and from the AAMAS conference. The 14 papers are organized in three topical sections focusing on architectures combining agents and game engines, on the training aspects of the games, on social and organizational aspects of games and agents, respectively.

Modeling, Simulation and Visual Analysis of Crowds

Modeling, Simulation and Visual Analysis of Crowds PDF Author: Saad Ali
Publisher: Springer Science & Business Media
ISBN: 1461484839
Category : Computers
Languages : en
Pages : 414

Book Description
Over the last several years there has been a growing interest in developing computational methodologies for modeling and analyzing movements and behaviors of ‘crowds' of people. This interest spans several scientific areas that includes Computer Vision, Computer Graphics, and Pedestrian Evacuation Dynamics. Despite the fact that these different scientific fields are trying to model the same physical entity (i.e. a crowd of people), research ideas have evolved independently. As a result each discipline has developed techniques and perspectives that are characteristically their own. The goal of this book is to provide the readers a comprehensive map towards the common goal of better analyzing and synthesizing the pedestrian movement in dense, heterogeneous crowds. The book is organized into different parts that consolidate various aspects of research towards this common goal, namely the modeling, simulation, and visual analysis of crowds. Through this book, readers will see the common ideas and vision as well as the different challenges and techniques, that will stimulate novel approaches to fully grasping “crowds."

Simulating Heterogeneous Crowds with Interactive Behaviors

Simulating Heterogeneous Crowds with Interactive Behaviors PDF Author: Nuria Pelechano
Publisher: CRC Press
ISBN: 1315353059
Category : Computers
Languages : en
Pages : 350

Book Description
This book provides a deep understanding of state-of-art methods for simulation of heterogeneous crowds in computer graphics. It will cover different aspects that are necessary to achieve plausible crowd behaviors. The book will be a review of the most recent literature in this field that can help professionals and graduate students interested in this field to get up to date with the latest contributions, and open problems for their possible future research. The chapter contributors are well known researchers and practitioners in the field and they include their latest contributions in the different topics required to achieve believable heterogeneous crowd simulation.

Virtual Crowds

Virtual Crowds PDF Author: Nuria Pelechano
Publisher: Morgan & Claypool Publishers
ISBN: 1598296418
Category : Computers
Languages : en
Pages : 189

Book Description
There are many applications of computer animation and simulation where it is necessary to model virtual crowds of autonomous agents. Some of these applications include site planning, education, entertainment, training, and human factors analysis for building evacuation. Other applications include simulations of scenarios where masses of people gather, flow, and disperse, such as transportation centers, sporting events, and concerts. Most crowd simulations include only basic locomotive behaviors possibly coupled with a few stochastic actions. Our goal in this survey is to establish a baseline of techniques and requirements for simulating large-scale virtual human populations. Sometimes, these populations might be mutually engaged in a common activity such as evacuation from a building or area; other times they may be going about their individual and personal agenda of work, play, leisure, travel, or spectator. Computational methods to model one set of requirements may not mesh well with good approaches to another. By including both crowd and individual goals and constraints into a comprehensive computational model, we expect to simulate the visual texture and contextual behaviors of groups of seemingly sentient beings. Table of Contents: Introduction / Crowd Simulation Methodology Survey / Individual Differences in Crowds / Framework (HiDAC + MACES + CAROSA) / HiDAC: Local Motion / MACES: Wayfinding with Communication and Roles / CAROSA: Functional Crowds / Initializing a Scenario / Evaluating Crowds

Introduction to Crowd Science

Introduction to Crowd Science PDF Author: G Keith Still
Publisher: CRC Press
ISBN: 146657965X
Category : Psychology
Languages : en
Pages : 300

Book Description
Includes Case Studies from a Range of Event SitesIntroduction to Crowd Science examines the growing rate of crowd-related accidents and incidents around the world. Using tools, methods, and worked examples gleaned from over 20 years of experience, this text provides an understanding of crowd safety. It establishes how crowd accidents and incidents

Technologies for E-Learning and Digital Entertainment

Technologies for E-Learning and Digital Entertainment PDF Author: Zhigeng Pan
Publisher: Springer Science & Business Media
ISBN: 3540697349
Category : Business & Economics
Languages : en
Pages : 808

Book Description
This book constitutes the refereed proceedings of the Third International Conference on E-learning and Games, Edutainment 2008, held in Nanjing, China, in June 2008. The 83 revised full papers presented together with the abstract of 5 keynote speeches were carefully reviewed and selected from a total of 219 submissions. The papers are organized in topical sections on e-learning platforms and tools, e-learning system for education, application of e-learning systems, e-learning resource management, interaction in game and education, integration of game and education, game design and development, virtual characters, animation and navigation, graphics rendering and digital media, as well as geometric modeling in games and virtual reality.

Large-Scale Simulation

Large-Scale Simulation PDF Author: Dan Chen
Publisher: CRC Press
ISBN: 1439868964
Category : Computers
Languages : en
Pages : 259

Book Description
Large-Scale Simulation: Models, Algorithms, and Applications gives you firsthand insight on the latest advances in large-scale simulation techniques. Most of the research results are drawn from the authors’ papers in top-tier, peer-reviewed, scientific conference proceedings and journals. The first part of the book presents the fundamentals of large-scale simulation, including high-level architecture and runtime infrastructure. The second part covers middleware and software architecture for large-scale simulations, such as decoupled federate architecture, fault tolerant mechanisms, grid-enabled simulation, and federation communities. In the third part, the authors explore mechanisms—such as simulation cloning methods and algorithms—that support quick evaluation of alternative scenarios. The final part describes how distributed computing technologies and many-core architecture are used to study social phenomena. Reflecting the latest research in the field, this book guides you in using and further researching advanced models and algorithms for large-scale distributed simulation. These simulation tools will help you gain insight into large-scale systems across many disciplines.