Crowd Simulation

Crowd Simulation
Author: Daniel Thalmann,Soraia Raupp Musse
Publsiher: Springer Science & Business Media
Total Pages: 249
Release: 2007-09-18
Genre: Computers
ISBN: 9781846288258

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Recent times have seen growing interest in crowd simulation, particularly in the commercial sector where it is used in the fields of security, defence, entertainment and the movie industry. This book focuses closely on methods and techniques for crowd simulation, filling the gap in the professional literature. The topics covered in this comprehensive survey include Modelling of Populations; Virtual Human Animation; Behavioural Animation of Crowds; Crowd Rendering and Populated Environments.

Crowd Simulation

Crowd Simulation
Author: Daniel Thalmann,Soraia Raupp Musse
Publsiher: Springer Science & Business Media
Total Pages: 305
Release: 2012-10-04
Genre: Computers
ISBN: 9781447144496

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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.

Agents for Games and Simulations II

Agents for Games and Simulations II
Author: F. Dignum
Publsiher: Springer Science & Business Media
Total Pages: 216
Release: 2011-01-14
Genre: Computers
ISBN: 9783642181801

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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
Author: Saad Ali,Ko Nishino,Dinesh Manocha,Mubarak Shah
Publsiher: Springer Science & Business Media
Total Pages: 411
Release: 2013-11-22
Genre: Computers
ISBN: 9781461484837

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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."

Virtual Crowds

Virtual Crowds
Author: Nuria Palechano,Norman Badler,Jan Allbeck
Publsiher: Springer Nature
Total Pages: 176
Release: 2022-05-31
Genre: Mathematics
ISBN: 9783031792427

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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
Author: G Keith Still
Publsiher: CRC Press
Total Pages: 300
Release: 2014-06-30
Genre: Social Science
ISBN: 9781466579651

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Includes Case Studies from a Range of Event Sites Introduction 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 (specifically mass fatalities in crowded spaces) can occur. The author explores the underlying causes and implements techniques for crowd risk analysis and crowd safety engineering that can help minimize and even eliminate occurrences altogether. Understand Overall Crowd Dynamics and Levels of Complex Structure The book outlines a simple modeling approach to crowd risk analysis and crowds safety in places of public assembly. With consideration for major events, and large-scale urban environments, the material focuses on the practical elements of developing the crowd risk analysis and crowd safety aspects of an event plan. It outlines a range of modeling techniques, including line diagrams that represent crowd flow, calculations of the speed at which a space can fill, and the time it takes for that space to reach critical and crush density. It also determines what to consider during the event planning and approval (licensing/permitting) phases of the event process. Introduction to Crowd Science addresses key questions and presents a systematic approach to managing crowd risks in complex sites. It provides an understanding of the complexity of a site, that helps youplan for crowds in public places.

Technologies for E Learning and Digital Entertainment

Technologies for E Learning and Digital Entertainment
Author: Zhigeng Pan
Publsiher: Springer Science & Business Media
Total Pages: 808
Release: 2008-07-07
Genre: Business & Economics
ISBN: 9783540697343

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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.

Virtual Crowds

Virtual Crowds
Author: Nuria Pelechano,Jan M. Allbeck,Norman I. Badler
Publsiher: Morgan & Claypool Publishers
Total Pages: 189
Release: 2008
Genre: Computers
ISBN: 9781598296419

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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