In its updated edition, this book covers techniques used in simulating crowds, particularly in video games and film. Covers path planning, and introduces the important concept of gaze attention - individuals seeming conscious of their environment and of others.
From the reviews of the second edition: "A wide variety of applications require effective techniques and solutions for developing crowd simulations. This second edition surveys techniques, discusses issues and applications, and concludes with case studies. ... Algorithms and illustrations accompany the text throughout. ... Students who might be considering a future in simulation and virtual narratives will find this book informative and inspiring." (Alyx Macfadyen, Computing Reviews, September, 2013)
Innehållsförteckning
Preface.- 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.