000 02871nam a22003855i 4500
001 291952
003 MX-SnUAN
005 20160429154927.0
007 cr nn 008mamaa
008 150903s2008 xxk| o |||| 0|eng d
020 _a9781846288258
_99781846288258
024 7 _a10.1007/9781846288258
_2doi
035 _avtls000344035
039 9 _a201509030402
_bVLOAD
_c201405050301
_dVLOAD
_y201402061246
_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
264 1 _aLondon :
_bSpringer London,
_c2008.
300 _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 _aState-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 -- Book Contribution.
520 _aResearch into the methods and techniques used in simulating crowds is now reaching maturity, but until now there is no book that focuses on this important topic. Prior approaches have been application-specific focusing on different aspects of collective behaviour and using different modelling techniques. Thalmann and Musse have identified two broader areas of crowd simulations, firstly focusing on the realism of behavioural aspects and secondly looking at how to achieve high quality visualisation. The study of crowds is complex with issues such as collision avoidance problems relating to large numbers of individuals; motion planning, trajectories and so forth. Depending on the application of crowds, other requirements such as real-time simulations are needed to populate virtual environments in VR systems. In order to provide a tool to simulate behavioural aspects of a crowd, social conventions of inter-relationships are needed. Crowd requirements and potential strategies are discussed in this book and topics covered include population modelling, virtual human animation and computer vision techniques that are focused on crowd control and crowd rendering.
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:
_z9781846288241
856 4 0 _uhttp://remoto.dgb.uanl.mx/login?url=http://dx.doi.org/10.1007/978-1-84628-825-8
_zConectar a Springer E-Books (Para consulta externa se requiere previa autentificación en Biblioteca Digital UANL)
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999 _c291952
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