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008 | 150903s2013 xxk| o |||| 0|eng d | ||
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_a9781447144502 _99781447144502 |
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024 | 7 |
_a10.1007/9781447144502 _2doi |
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_a201509030840 _bVLOAD _c201404300405 _dVLOAD _y201402060944 _zstaff |
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_aMX-SnUAN _bspa _cMX-SnUAN _erda |
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050 | 4 | _aT385 | |
100 | 1 |
_aThalmann, Daniel. _eautor _9315242 |
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245 | 1 | 0 |
_aCrowd Simulation / _cby Daniel Thalmann, Soraia Raupp Musse. |
246 | 3 | _aWith contributions by numerous experts | |
250 | _a2nd ed. 2013. | ||
264 | 1 |
_aLondon : _bSpringer London : _bImprint: Springer, _c2013. |
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_axv, 296 páginas 175 ilustraciones, 147 ilustraciones en color. _brecurso en línea. |
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_atexto _btxt _2rdacontent |
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_acomputadora _bc _2rdamedia |
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_arecurso en línea _bcr _2rdacarrier |
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_aarchivo de texto _bPDF _2rda |
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500 | _aSpringer eBooks | ||
505 | 0 | _aPreface -- Introduction -- State-of-the-Art -- Modeling of Populations -- Virtual Human Animation -- Behavioral Animation of Crowds -- Relating Real Crowds with Virtual Crowds -- Crowd Rendering -- Populated Environments -- Applications: Case Studies -- Index. | |
520 | _aResearch 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. | ||
590 | _aPara consulta fuera de la UANL se requiere clave de acceso remoto. | ||
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_aMusse, Soraia Raupp. _eautor _9315243 |
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710 | 2 |
_aSpringerLink (Servicio en línea) _9299170 |
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776 | 0 | 8 |
_iEdición impresa: _z9781447144496 |
856 | 4 | 0 |
_uhttp://remoto.dgb.uanl.mx/login?url=http://dx.doi.org/10.1007/978-1-4471-4450-2 _zConectar a Springer E-Books (Para consulta externa se requiere previa autentificación en Biblioteca Digital UANL) |
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