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Crowd Simulation
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Crowd Simulation
von: Daniel Thalmann, Soraia Raupp Musse
Springer-Verlag, 2012
ISBN: 9781447144502
305 Seiten, Download: 14787 KB
 
Format:  PDF
geeignet für: Apple iPad, Android Tablet PC's Online-Lesen PC, MAC, Laptop

Typ: B (paralleler Zugriff)

 

 
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Inhaltsverzeichnis

  Crowd Simulation 3  
     Preface 6  
        Acknowledgements 8  
     Contents 9  
  Chapter 1: Introduction 14  
     1.1 Requirements and Constraints for Crowd Modeling 15  
     1.2 Crowd Simulation Areas 16  
     References 17  
  Chapter 2: State-of-the-Art 21  
     2.1 Crowd Dynamics 22  
     2.2 Sociological Models of Crowds 22  
     2.3 Crowd Simulation 23  
     2.4 Behavioral Animation of Groups and Crowds 24  
     2.5 Crowd Management Training Systems 27  
     2.6 Group Behavior in Robotics and Arti?cial Life 28  
     2.7 Environment Modeling for Crowds 28  
        2.7.1 Environment Models 28  
        2.7.2 Path Planning 29  
        2.7.3 Collision Avoidance 31  
     2.8 Crowd Rendering 32  
     2.9 Crowds in Non-real-time Productions 34  
     2.10 Crowds in Games 35  
     2.11 Crowd Scenario Authoring 36  
     References 37  
  Chapter 3: Modeling of Populations 43  
     3.1 Introduction 43  
     3.2 Creative Methods 44  
     3.3 Body Shape Capture 45  
     3.4 Interpolated Techniques 46  
     3.5 A Model for Generation of Population 48  
        3.5.1 De?nition of the Initial Data 50  
        3.5.2 Choice of a Template 50  
        3.5.3 De?nition of New Somatotypes 50  
        3.5.4 Calculation of In?uence of Sample Somatotypes 51  
        3.5.5 Calculation of Mesh Variation 52  
        3.5.6 Body Parts' Deformation 53  
        3.5.7 Results and Discussion 55  
           Microscopic Analysis 55  
           Macroscopic Analysis 58  
     3.6 Using Computer Vision to Generate Crowds 58  
        3.6.1 A Model for Generating Crowds Based on Pictures 59  
           Skeleton Initialization 60  
           Image Segmentation 61  
           Learning the Color Model 62  
           Finding the Silhouette 63  
           Silhouette Processing 65  
           3D Pose Identi?cation 66  
           Virtual Human Reconstruction 67  
        3.6.2 Results 68  
     3.7 Crowd Appearance Variety 69  
        3.7.1 Variety at Three Levels 70  
        3.7.2 Color Variety 71  
           Principles of the Method 72  
           HSB Color Spaces 73  
           The Need for Better Color Variety 74  
           Segmentation Maps 75  
              Principles of Segmentation 75  
              Color Variety Storage 77  
        3.7.3 Accessories 78  
           Simple Accessories 80  
           Complex Accessories 81  
           Loading and Initialization 82  
           Rendering 83  
           Empty Accessories 85  
           Color Variety Storage 87  
           Scalability 87  
     3.8 Final Remarks 90  
     References 90  
  Chapter 4: Virtual Human Animation 93  
     4.1 Introduction 93  
     4.2 Related Work in Locomotion Modeling 94  
        4.2.1 Kinematic Methods 94  
        4.2.2 Physically Based Methods 95  
        4.2.3 Motion Interpolation 96  
        4.2.4 Statistical Models 98  
     4.3 Principal Component Analysis 99  
        4.3.1 Motion Capture Data Process 99  
        4.3.2 Full-Cycle Model 100  
           Input Data 100  
           Main PCA 100  
        4.3.3 Motion Extrapolation 102  
           Second PCA Level (Sub-PCA Level 1) 103  
           Third PCA Level (Sub-PCA Level 2) 104  
     4.4 Walking Model 105  
        4.4.1 Motion Interpolation and Extrapolation 105  
     4.5 Motion Retargeting and Timewarping 107  
     4.6 Motion Generation 110  
        4.6.1 Speed Control 110  
        4.6.2 Type of Locomotion Control 111  
        4.6.3 Personi?cation Control 111  
        4.6.4 Motion Transition 112  
        4.6.5 Results 112  
     4.7 Animation Variety 114  
        4.7.1 Accessory Movements 115  
     4.8 Steering 116  
        4.8.1 The Need for a Fast Trajectory Control 116  
        4.8.2 The Seek and Funneling Controllers 117  
     4.9 Final Remarks 119  
     References 119  
  Chapter 5: Behavioral Animation of Crowds 123  
     5.1 Introduction 123  
     5.2 Related Work 123  
     5.3 Crowd Behavioral Models 126  
        5.3.1 PetroSim's Behavioral Model 126  
           Knowledge 127  
           Status 127  
           Intentions and Decision Process 128  
           Simplifying the FSMs 129  
           An Example of FSM 129  
           Results 131  
        5.3.2 A Physically Based Behavioral Model 132  
           Interaction with Environment 133  
           Agents' Perception 134  
           Agents' Decision and Action 135  
           Results 137  
     5.4 Crowds Navigation 138  
        5.4.1 Robot Motion Planning 139  
           Discrete Motion Planning 139  
           Exact Motion Planning 140  
           Sampling-Based Methods 140  
           Reactive Methods 141  
           Multiple Robots 141  
        5.4.2 Crowd Motion Planning 141  
           Models for Safety Applications 142  
           Models for Entertainment Applications 143  
           Models for Virtual Reality Applications 145  
        5.4.3 A Decomposition Approach for Crowd Navigation 146  
           Objectives 146  
           Navigation Graphs 148  
           Path Planning with Variety 150  
           Scalable Simulation 152  
        5.4.4 An Hybrid Architecture Based on Regions of Interest (ROI) 154  
     5.5 A Collision Avoidance Method Based on the Space Colonization Algorithm 157  
        5.5.1 The Crowd Model: Biocrowds 158  
           Input 159  
           Initialization 159  
           Computation of the Motion Direction 159  
           Computation of the Velocity Vector 161  
           Elimination of Collision Between Finite-Sized Agents 161  
        5.5.2 Experimental Results 162  
           Impact of the Density of Markers 162  
           The Shape of Trajectories 164  
           Collision Avoidance 164  
           The Stopping Effects 167  
           Interactive Crowd Control 168  
     5.6 Gaze Behaviors for Virtual Crowd Characters 169  
        5.6.1 Simulation of Attentional Behaviors 170  
           Attention Models 170  
        5.6.2 Gaze Behaviors for Crowds 171  
           Interest Points 171  
        5.6.3 Automatic Interest Point Detection 172  
        5.6.4 Motion Adaptation 173  
           Spatial Resolution 174  
           Temporal Resolution 175  
     5.7 Final Remarks 176  
     References 176  
  Chapter 6: Relating Real Crowds with Virtual Crowds 181  
     6.1 Introduction 181  
     6.2 Studying the Motion of Real Groups of People 181  
        6.2.1 Crowd Characteristics 181  
        6.2.2 Crowd Events 184  
        6.2.3 Parameters for Simulating Virtual Crowds Using Real Crowd Information 185  
        6.2.4 Simulating Real Scenes 185  
           First Sequence: People Passing Through a Door 186  
           Second Sequence: People Waiting and Entering the Train 188  
     6.3 Sociological Aspects 189  
     6.4 Computer Vision for Crowds 191  
        6.4.1 A Brief Overview on People Tracking 191  
     6.5 An Approach for Crowd Simulation Using Computer Vision 193  
        6.5.1 Using Computer Vision for People Tracking 194  
        6.5.2 Clustering of Coherent Trajectories 196  
        6.5.3 Generation of Extrapolated Velocity Fields 197  
        6.5.4 Simulation Based on Real Data 198  
        6.5.5 Some Examples 200  
     6.6 Final Remarks 202  
     References 203  
  Chapter 7: Crowd Rendering 206  
     7.1 Introduction 206  
     7.2 Virtual Human Representations 207  
        7.2.1 Human Template 207  
        7.2.2 Deformable Mesh 207  
        7.2.3 Rigid Mesh 209  
        7.2.4 Impostor 209  
     7.3 Architecture Pipeline 210  
        7.3.1 Human Data Structures 212  
        7.3.2 Pipeline Stages 214  
     7.4 Motion Kits 222  
        7.4.1 Data Structure 222  
        7.4.2 Architecture 224  
     7.5 Database Management 226  
     7.6 Shadows 227  
     7.7 Crowd Patches 229  
        7.7.1 Introduction 229  
        7.7.2 Patches and Patterns 230  
           Patches 230  
           Patterns 231  
        7.7.3 Creating Patches 231  
           Patterns Assembly 232  
           Static Objects and Endogenous Trajectories 232  
           Exogenous Trajectories: Case of Walking Humans 232  
        7.7.4 Creating Worlds 233  
           Assembly of Patches 233  
           Patch Templates 234  
        7.7.5 Applications and Results 235  
           Results 236  
     7.8 Final Remarks 237  
     References 237  
  Chapter 8: Populated Environments 239  
     8.1 Introduction 239  
     8.2 Terrain Modeling 240  
        8.2.1 Plants and Lakes 242  
        8.2.2 Sky and Clouds 243  
     8.3 Generation of Virtual Environments 243  
     8.4 A Model for Floor Plans Creation 245  
        8.4.1 Treemaps and Squari?ed Treemaps 246  
        8.4.2 The Proposed Model 248  
           Including Connections Among the Rooms 249  
           Including Corridors on the Floor Plans 250  
           3D House Generation 252  
        8.4.3 Results 253  
     8.5 Informed Environment 256  
        8.5.1 Data Model 259  
        8.5.2 Topo Mesh 261  
     8.6 Building Modeling 263  
     8.7 Landing Algorithms 263  
     8.8 Ontology-Based Simulation 264  
        8.8.1 Using Ontology for Crowd Simulation in Normal Life Situations 266  
        8.8.2 Applying Ontology to VR Environment 267  
        8.8.3 The Prototype of UEM 267  
        8.8.4 Simulation Results 270  
     8.9 Real-Time Rendering and Visualization 271  
     8.10 Implementation Aspects 273  
     8.11 Final Remarks 273  
     References 274  
  Chapter 9: Applications: Case Studies 277  
     9.1 Introduction 277  
     9.2 Crowd Simulation for Virtual Heritage 277  
        9.2.1 Virtual Population of Worshippers Performing Morning Namaz Prayer Inside a Virtual Mosque 278  
           System Design 278  
           Scenario Creation 279  
        9.2.2 Virtual Roman Audience in the Aphrodisias Odeon 281  
           Crowd Engine Resume 281  
           High-Fidelity Actors 282  
           Scenario Authoring 283  
           Audience Placement 283  
        9.2.3 Populating Ancient Pompeii with Crowds of Virtual Romans 284  
           Semantics to Behavior 286  
           Long Term vs Short Term Behaviors 287  
           Results 287  
     9.3 Immersion in a Crowd 288  
     9.4 Crowdbrush 289  
        9.4.1 Brushes 291  
           Scenario Management 293  
           Scripting 293  
           Results 295  
     9.5 Safety Systems 296  
     9.6 Olympic Stadium 297  
     9.7 Final Remarks 300  
     References 300  
  Book Contribution 302  
  Index 304  


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