Virtual Crowds

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Virtual Crowds

Author : Nuria Palechano,Norman Badler,Jan Allbeck
Publisher : Springer Nature
Page : 176 pages
File Size : 48,5 Mb
Release : 2022-05-31
Category : Mathematics
ISBN : 9783031792427

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Virtual Crowds by Nuria Palechano,Norman Badler,Jan Allbeck Pdf

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

Virtual Crowds

Author : Mubbasir Kapadia,Nuria Pelechano,Jan Allbeck,Norm Badler
Publisher : Springer Nature
Page : 248 pages
File Size : 55,9 Mb
Release : 2022-05-31
Category : Mathematics
ISBN : 9783031025860

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Virtual Crowds by Mubbasir Kapadia,Nuria Pelechano,Jan Allbeck,Norm Badler Pdf

This volume presents novel computational models for representing digital humans and their interactions with other virtual characters and meaningful environments. In this context, we describe efficient algorithms to animate, control, and author human-like agents having their own set of unique capabilities, personalities, and desires. We begin with the lowest level of footstep determination to steer agents in collision-free paths. Steering choices are controlled by navigation in complex environments, including multi-domain planning with dynamically changing situations. Virtual agents are given perceptual capabilities analogous to those of real people, including sound perception, multi-sense attention, and understanding of environment semantics which affect their behavior choices. The roles and impacts of individual attributes, such as memory and personality are explored. The animation challenges of integrating a number of simultaneous behavior and movement demands on an agent are addressed through an open source software system. Finally, the creation of stories and narratives with groups of agents subject to planning and environmental constraints culminates the presentation.

Crowd Simulation

Author : Daniel Thalmann,Soraia Raupp Musse
Publisher : Springer Science & Business Media
Page : 305 pages
File Size : 55,6 Mb
Release : 2012-10-03
Category : Computers
ISBN : 9781447144502

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Crowd Simulation by Daniel Thalmann,Soraia Raupp Musse Pdf

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

Author : Nuria Pelechano,Jan M. Allbeck,Norman I. Badler
Publisher : Morgan & Claypool Publishers
Page : 189 pages
File Size : 43,6 Mb
Release : 2008
Category : Computers
ISBN : 9781598296419

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Virtual Crowds by Nuria Pelechano,Jan M. Allbeck,Norman I. Badler Pdf

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

Simulating Heterogeneous Crowds with Interactive Behaviors

Author : Nuria Pelechano,Jan M. Allbeck,Mubbasir Kapadia,Norman I. Badler
Publisher : CRC Press
Page : 350 pages
File Size : 42,9 Mb
Release : 2016-10-26
Category : Computers
ISBN : 9781315353050

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Simulating Heterogeneous Crowds with Interactive Behaviors by Nuria Pelechano,Jan M. Allbeck,Mubbasir Kapadia,Norman I. Badler Pdf

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.

Handbook of Virtual Humans

Author : Nadia Magnenat-Thalmann,Daniel Thalmann
Publisher : John Wiley & Sons
Page : 478 pages
File Size : 54,6 Mb
Release : 2004-10-29
Category : Computers
ISBN : UOM:39015060109538

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Handbook of Virtual Humans by Nadia Magnenat-Thalmann,Daniel Thalmann Pdf

Virtual Humans are becoming more and more popular and used in many applications such as the entertainment industry (in both film and games) and medical applications. This comprehensive book covers all areas of this growing industry including face and body motion, body modelling, hair simulation, expressive speech simulation and facial communication, interaction with 3D objects, rendering skin and clothes and the standards for Virtual Humans. Written by a team of current and former researchers at MIRALab, University of Geneva or VRlab, EPFL, this book is the definitive guide to the area. Explains the concept of avatars and autonomous virtual actors and the main techniques to create and animate them (body and face). Presents the concepts of behavioural animation, crowd simulation, intercommunication between virtual humans, and interaction between real humans and autonomous virtual humans Addresses the advanced topics of hair representation and cloth animation with applications in fashion design Discusses the standards for Virtual Humans, such as MPEG-4 Face Animation and MPEG-4 Body Animation.

Computer Animation and Simulation

Author : Anonim
Publisher : Unknown
Page : 224 pages
File Size : 48,6 Mb
Release : 2001
Category : Computer animation
ISBN : STANFORD:36105111903881

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Computer Animation and Simulation by Anonim Pdf

Computer Animation 2001

Author : Anonim
Publisher : Unknown
Page : 280 pages
File Size : 46,5 Mb
Release : 2001
Category : Computer animation
ISBN : CORNELL:31924093617227

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Computer Animation 2001 by Anonim Pdf

Architecture, Building Materials and Engineering Management IV

Author : Chao He Chen,Guang Fan Li,Qi Zhong Shen,Bi Feng Jiang
Publisher : Trans Tech Publications Ltd
Page : 2964 pages
File Size : 42,5 Mb
Release : 2014-07-04
Category : Technology & Engineering
ISBN : 9783038265498

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Architecture, Building Materials and Engineering Management IV by Chao He Chen,Guang Fan Li,Qi Zhong Shen,Bi Feng Jiang Pdf

Collection of selected, peer reviewed papers from the 2014 International Conference on Civil, Architechture and Building Materials (CEABM 2014), May 24-25, 2014, Haikou, China. The 548 papers are grouped as follows: Chapter 1: City and Building Planning, Architectural Design and Its Theory, Chapter 2: Urban Planning and Design, Chapter 3: Landscape Planning and Design, Chapter 4: Environmental Architecture Research, Chapter 5: Ecological Architecture, Chapter 6: Traditional Construction Materials Research, Chapter 7: Advanced Construction Materials Research, Chapter 8: Building Science and Technology, Chapter 9: Monitoring and Control of Quality Engineering, Chapter 10: Project Management in Building and Construction Management, Chapter 11: Management Research, Chapter 12: Engineering Education

VRST

Author : Anonim
Publisher : Unknown
Page : 282 pages
File Size : 43,9 Mb
Release : 2005
Category : Computer graphics
ISBN : UOM:39015058744981

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VRST by Anonim Pdf

Digit

Author : Anonim
Publisher : Unknown
Page : 722 pages
File Size : 40,8 Mb
Release : 2004
Category : Commercial art
ISBN : UOM:39015035727174

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Digit by Anonim Pdf

Human Factors in Computing Systems

Author : Anonim
Publisher : Unknown
Page : 598 pages
File Size : 48,6 Mb
Release : 1997
Category : Human engineering
ISBN : STANFORD:36105110553778

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Human Factors in Computing Systems by Anonim Pdf

Computer Animation 1999

Author : IEEE Computer Society
Publisher : Institute of Electrical & Electronics Engineers(IEEE)
Page : 252 pages
File Size : 52,9 Mb
Release : 1999
Category : Computers
ISBN : UCSC:32106015444539

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Computer Animation 1999 by IEEE Computer Society Pdf

Proceedings of a May 1999 conference. Topics of papers span areas of human motion generation, facial animation, virtual surgery, collaborative virtual worlds, learning from virtual humans, motion coordination and planning for virtual humans, and data capture in virtual worlds. Specific subjects include animation of human walking in virtual environments, skin aging estimation by facial simulation, a behavioral interface to simulate agent-object interactions in real- time, and realistic articulated character positioning and balance control in interactive environments. No index. Annotation copyrighted by Book News, Inc., Portland, OR.

Digital Cities ...

Author : Anonim
Publisher : Unknown
Page : 464 pages
File Size : 51,5 Mb
Release : 2003
Category : Community life
ISBN : UOM:39015058753529

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Digital Cities ... by Anonim Pdf