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Overview of crowd simulation in computer graphics

Mohamed Azahar, Mohamed Adi and Daman, Daut (2008) Overview of crowd simulation in computer graphics. In: Advances in Computer Graphics and Virtual Environment. Penerbit UTM , Johor, pp. 17-30. ISBN 978-983-520626-9

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High-powered technology use computer graphics in education, entertainment, games, simulation, and virtual heritage applications has led it to become an important area of research. In simulation, according to Tecchia et al. (2002), it is important to create an interactive, complex, and realistic virtual world so that the user can have an immersive experience during navigation through the world. As the size and complexity of the environments in the virtual world increased, it becomes more necessary to populate them with peoples, and this is the reason why rendering the crowd in real-time is very crucial. Generally, crowd simulation consists of three important areas. They are realism of behavioral (Thompson and Marchant 1995), high-quality visualization (Dobbyn et al. 2005) and convergence of both areas. Realism of behavioral is mainly used for simple 2D visualizations because most of the attentions are concentrated on simulating the behaviors of the group. High quality visualization is regularly used for movie productions and computer games. It gives intention on producing more convincing visual rather than realism of behaviors. The convergences of both areas are mainly used for application like training systems. In order to make the training system more effective, the element of valid replication of the behaviors and high-quality visualization is added.

Item Type:Book Section
Subjects:Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Divisions:Computer Science and Information System (Formerly known)
ID Code:24963
Deposited By: Zalinda Shuratman
Deposited On:24 Apr 2012 04:29
Last Modified:10 Oct 2017 01:32

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