000 03414nam a22003975i 4500
001 286554
003 MX-SnUAN
005 20160429154506.0
007 cr nn 008mamaa
008 150903s2013 xxk| o |||| 0|eng d
020 _a9781447144502
_99781447144502
024 7 _a10.1007/9781447144502
_2doi
035 _avtls000339823
039 9 _a201509030840
_bVLOAD
_c201404300405
_dVLOAD
_y201402060944
_zstaff
040 _aMX-SnUAN
_bspa
_cMX-SnUAN
_erda
050 4 _aT385
100 1 _aThalmann, Daniel.
_eautor
_9315242
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.
300 _axv, 296 páginas 175 ilustraciones, 147 ilustraciones en color.
_brecurso en línea.
336 _atexto
_btxt
_2rdacontent
337 _acomputadora
_bc
_2rdamedia
338 _arecurso en línea
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
_2rda
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.
700 1 _aMusse, Soraia Raupp.
_eautor
_9315243
710 2 _aSpringerLink (Servicio en línea)
_9299170
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)
942 _c14
999 _c286554
_d286554