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Crowd simulation is the process of simulating the movement of a large number of entities or characters; this technique is now commonly used in 3D computer graphics for film. While simulating crowds, observed human behavior and interactions are taken into account to replicate collective behavior. It is a method of creating virtual cinematography. The need for crowd simulation arises when a scene calls for more characters than can be practically animated using conventional systems, such as skeletons/bones. Simulating crowds offer the advantages of being cost effective as well as allow for total control of each simulated character or agent. Animators typically create a library of motions, either for an entire character or for individual body parts. To simplify processing, these animations are sometimes ''baked'' as morphs. Alternately, the motions can be generated ''procedurally'' – i.e. choreographed automatically by software. The actual movements and interactions of the crowd are typically implemented in one of two ways: == Particle Motion == The characters are attached to point particles, which are then animated by simulating wind, gravity, attractions, and collisions. The particle method is usually inexpensive to implement, and can be done in most 3D software packages. However, this method is not very realistic because it is difficult to direct individual entities when necessary. Also, motion is generally limited to flat surfaces. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Crowd simulation」の詳細全文を読む スポンサード リンク
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