Crowd simulation is the process of simulating the movement of a large number of entities or characters, now often appearing in 3D computer graphics for film. While simulating these crowds, observed human behavior interaction is taken into account, to replicate the collective behavior.
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 the entire character or for individual body parts. To simplify processing, these animations are sometimes baked as morphs. Alternatively, the motions can be generated procedurally - i.e. choreographed automatically by software.
The actual movement and interactions of the crowd is typically done in one of two ways:
Read more about Crowd Simulation: Particle Motion, Crowd AI, Sociology
Famous quotes containing the words crowd and/or simulation:
“It hurts me to hear the tone in which the poor are condemned as shiftless, or having a pauper spirit, just as it would if a crowd mocked at a child for its weakness, or laughed at a lame man because he could not run, or a blind man because he stumbled.”
—Albion Fellows Bacon (18651933)
“Life, as the most ancient of all metaphors insists, is a journey; and the travel book, in its deceptive simulation of the journeys fits and starts, rehearses lifes own fragmentation. More even than the novel, it embraces the contingency of things.”
—Jonathan Raban (b. 1942)