. . . . . . . . . . . . "\u7FA4\u96C6\u30B7\u30DF\u30E5\u30EC\u30FC\u30B7\u30E7\u30F3"@ja . . . . . "La simulation de foule est le proc\u00E9d\u00E9 de simulation du mouvement d'un grand nombre de personnages, appel\u00E9s agents ou entit\u00E9s. Elle est fr\u00E9quemment employ\u00E9e en animation par ordinateur pour la r\u00E9alisation de films ou de jeux vid\u00E9o. Elle est \u00E9galement utilis\u00E9e pour la formation \u00E0 des situations de crise, la simulation des \u00E9vacuations, les \u00E9tudes de s\u00E9curit\u00E9 lors de la construction de b\u00E2timents ou de l\u2019organisation d\u2019\u00E9v\u00E9nements. Elle intervient aussi pour le design d'architecture et la planification urbaine, afin d\u2019am\u00E9liorer la qualit\u00E9 de service offert aux usagers. En simulant ces foules, l'interaction des comportements humains observ\u00E9s est prise en compte pour reproduire les comportements collectifs. Ces proc\u00E9d\u00E9s sont pluridisciplinaires, et int\u00E8grent aussi bien des notions issues des sciences sociales et des sciences cognitives que des concepts de math\u00E9matiques, d'informatique et d\u2019animation par ordinateur, de physique, de biologie et de sciences du transport. Le besoin d'une simulation de foule se fait sentir d\u00E8s lors qu'une sc\u00E8ne a besoin de plus de personnages qu'il n'est possible d'en animer avec les syst\u00E8mes conventionnels, tels que les m\u00E9thodes bas\u00E9es squelette. Simuler des foules offre l'avantage d'\u00EAtre rentable tout en permettant un contr\u00F4le total de chaque personnage ou agent simul\u00E9. Les animateurs 3D cr\u00E9ent g\u00E9n\u00E9ralement une biblioth\u00E8que de mouvements, soit pour l'ensemble du personnage, soit pour certaines parties du corps. Ils ont parfois recours au morphing ou \u00E0 des logiciels d'animation. Le comportement d'une foule peut \u00EAtre abord\u00E9 soit de mani\u00E8re macroscopique s\u2019il reproduit \uFB01d\u00E8lement les ph\u00E9nom\u00E8nes de foule \u00E0 l\u2019\u00E9chelle globale, soit de mani\u00E8re microscopique si les trajectoires sont jug\u00E9es conformes \u00E0 la r\u00E9alit\u00E9 ."@fr . . . . . "Crowd simulation"@en . . . "Die Gruppensimulation (englisch: crowd simulation) beschreibt die Simulation des Verhaltens einer gro\u00DFen Anzahl von Objekten bzw. Figuren/Personen. In der 3D-Computeranimation findet die Gruppensimulation sp\u00E4testens seit dem Film Herr der Ringe verst\u00E4rkt Anwendung, da herk\u00F6mmliche Animationstechniken \u2013 bei denen jede Figur individuell animiert wird \u2013 in Massenszenen zu aufw\u00E4ndig (und damit zu teuer) sind."@de . . . "Gruppensimulation"@de . . . . . . . . . . . . . . . . . . . . . . . . . . . "Crowd simulation (lett. \"simulazione delle folle\") \u00E8 l'espressione che si riferisce al processo di simulazione del movimento (o dinamica) di un vasto numero di entit\u00E0 o personaggi. \u00C8 comunemente utilizzato per creare scene virtuali per visual media come film e videogiochi, e viene anche usato nel crisis training, in architettura e pianificazione urbanistica, e nelle simulazioni di evacuazione."@it . . . . . . . "Die Gruppensimulation (englisch: crowd simulation) beschreibt die Simulation des Verhaltens einer gro\u00DFen Anzahl von Objekten bzw. Figuren/Personen. In der 3D-Computeranimation findet die Gruppensimulation sp\u00E4testens seit dem Film Herr der Ringe verst\u00E4rkt Anwendung, da herk\u00F6mmliche Animationstechniken \u2013 bei denen jede Figur individuell animiert wird \u2013 in Massenszenen zu aufw\u00E4ndig (und damit zu teuer) sind."@de . . . . . . . . "\u0645\u062D\u0627\u0643\u0627\u0629 \u0627\u0644\u062D\u0634\u062F \u0647\u0648 \u0639\u0645\u0644\u064A\u0629 \u0645\u062D\u0627\u0643\u0627\u0629 \u062D\u0631\u0643\u0629 \u0639\u062F\u062F \u0643\u0628\u064A\u0631 \u0645\u0646 \u0627\u0644\u0643\u0627\u0626\u0646\u0627\u062A \u0623\u0648 \u0627\u0644\u0634\u062E\u0635\u064A\u0627\u062A\u061B \u062A\u0633\u062A\u062E\u062F\u0645 \u0647\u0630\u0647 \u0627\u0644\u062A\u0642\u0646\u064A\u0629 \u0639\u0627\u062F\u0629 \u0641\u064A \u0631\u0633\u0648\u0645\u0627\u062A \u0627\u0644\u062D\u0627\u0633\u0648\u0628 \u0627\u0644\u062B\u0644\u0627\u062B\u064A\u0629 \u0627\u0644\u0628\u0639\u062F \u0648 \u0627\u0644\u0627\u0641\u0644\u0627\u0645. \u0641\u064A \u0645\u062D\u0627\u0643\u0627\u0629 \u0627\u0644\u062D\u0634\u0648\u062F \u0627\u0644\u0633\u0644\u0648\u0643 \u0627\u0644\u0628\u0634\u0631\u064A \u0648\u0627\u0644\u062A\u0641\u0627\u0639\u0644 \u062A\u0624\u062E\u0630 \u0628\u0639\u064A\u0646 \u0627\u0644\u0627\u0639\u062A\u0628\u0627\u0631 \u0644\u0645\u062D\u0643\u0627\u062A \u0627\u0644\u0633\u0644\u0648\u0643 \u0627\u0644\u062C\u0645\u0627\u0639\u064A. \u0648 \u0647\u0648 \u0637\u0631\u064A\u0642\u0629 \u0644\u0625\u0646\u0634\u0627\u0621 \u0627\u0644\u062A\u0635\u0648\u064A\u0631 \u0627\u0644\u0633\u064A\u0646\u0645\u0627\u0626\u064A \u0627\u0644\u0638\u0627\u0647\u0631\u064A.\u062F\u0639\u062A \u0627\u0644\u062D\u0627\u062C\u0629 \u0625\u0644\u0649 \u0645\u062D\u0627\u0643\u0627\u0629 \u0627\u0644\u062D\u0634\u062F \u0639\u0646\u062F\u0645\u0627 \u0646\u062D\u062A\u0627\u062C \u0645\u0634\u0647\u062F \u0644\u0623\u0643\u062B\u0631 \u0645\u0646 \u0634\u062E\u0635\u064A\u0629 \u062A\u0643\u0648\u0646 \u0645\u062A\u062D\u0631\u0643\u0629 \u0639\u0645\u0644\u064A\u0627 \u0628\u0627\u0633\u062A\u062E\u062F\u0627\u0645 \u0627\u0644\u0646\u0638\u0645 \u0627\u0644\u062A\u0642\u0644\u064A\u062F\u064A\u0629.\u0645\u062D\u0627\u0643\u0627\u0629 \u0627\u0644\u062D\u0634\u0648\u062F \u062A\u0642\u062F\u0645 \u0645\u0632\u0627\u064A\u0627 \u0643\u0648\u0646\u0647\u0627 \u0641\u0639\u0627\u0644\u0629 \u0645\u0646 \u062D\u064A\u062B \u0627\u0644\u062A\u0643\u0644\u0641\u0629 \u0648\u0643\u0630\u0644\u0643 \u0627\u0644\u0633\u0645\u0627\u062D \u0644\u0633\u064A\u0637\u0631\u0629 \u0627\u0644\u0643\u0627\u0645\u0644\u0629 \u0639\u0644\u0649 \u0643\u0644 \u0634\u062E\u0635\u064A\u0629 \u0641\u064A \u0627\u0644\u0645\u0634\u0647\u062F."@ar . . . . . . "Crowd simulation (lett. \"simulazione delle folle\") \u00E8 l'espressione che si riferisce al processo di simulazione del movimento (o dinamica) di un vasto numero di entit\u00E0 o personaggi. \u00C8 comunemente utilizzato per creare scene virtuali per visual media come film e videogiochi, e viene anche usato nel crisis training, in architettura e pianificazione urbanistica, e nelle simulazioni di evacuazione. La crowd simulation pu\u00F2 fare attenzione ad aspetti che mirano a differenti applicazioni. Per il rendering rapido e realistico di una folla per i visual media o la cinematografia virtuale, sono impiegati la riduzione della complessit\u00E0 della scena 3D e l'image-based rendering, mentre variazioni nell'aspetto aiutano a rappresentare una popolazione realistica. In giochi e applicazioni intesi per replicare il movimento di una folla umana della vita reale, come simulazioni di evacuazioni, gli agenti simulanti potrebbero necessitare di farsi strada verso uno scopo, evitare collisioni, ed esibire altri comportamenti umani. Molti algoritmi timone della folla sono stati sviluppati per guidare folle simulate verso i loro scopi realisticamente. Sono ricercati alcuni sistemi pi\u00F9 generali, che possano supportare diversi tipi di agenti (come macchine e pedoni), differenti livelli di astrazione (come l'individuale e il continuo), agenti interagenti con oggetti intelligenti, e dinamiche sociali e fisiche pi\u00F9 complesse."@it . "La simulaci\u00F3n de multitudes es el proceso de simular el movimiento de un gran n\u00FAmero de objetos o personajes, apareciendo ocasionalmente por ejemplo en gr\u00E1ficos 3D por computadora para pel\u00EDculas. Mientras se simulan estas multitudes, se toma en cuenta la interacci\u00F3n del comportamiento humano observado, para replicar la conducta colectiva. Los actuales movimientos e interacciones de la multitud son t\u00EDpicamente hechos en una de dos formas."@es . "\u7FA4\u96C6\u30B7\u30DF\u30E5\u30EC\u30FC\u30B7\u30E7\u30F3\uFF08\u3050\u3093\u3057\u3085\u3046\u30B7\u30DF\u30E5\u30EC\u30FC\u30B7\u30E7\u30F3\u3001\u82F1\u8A9E\uFF1ACrowd simulation\uFF09\u306F\u3001\u975E\u5E38\u306B\u591A\u304F\u306E\u7269\u3084\u30AD\u30E3\u30E9\u30AF\u30BF\u30FC\u306E\u52D5\u304D\u3092\u30B7\u30DF\u30E5\u30EC\u30FC\u30C8\u3059\u308B\u30D7\u30ED\u30BB\u30B9\u306E\u3053\u3068\u3092\u6307\u3057\u3001\u6620\u753B\u306A\u3069\u306E3\u6B21\u5143\u30B3\u30F3\u30D4\u30E5\u30FC\u30BF\u30B0\u30E9\u30D5\u30A3\u30C3\u30AF\u30B9\u306B\u304A\u3044\u3066\u3088\u304F\u4F7F\u308F\u308C\u308B\u6280\u8853\u3067\u3042\u308B\u3002\u7FA4\u96C6\u306E\u30B7\u30DF\u30E5\u30EC\u30FC\u30B7\u30E7\u30F3\u306E\u307B\u304B\u306B\u3001\u89B3\u5BDF\u3055\u308C\u305F\u4EBA\u9593\u306E\u632F\u308B\u821E\u3044\u3084\u76F8\u4E92\u4F5C\u7528\u3092\u8003\u616E\u306B\u52A0\u3048\u308B\u3053\u3068\u3067\u3001\u7FA4\u96C6\u306E\u7DCF\u4F53\u3068\u3057\u3066\u306E\u632F\u308B\u821E\u3044\u304C\u518D\u73FE\u3055\u308C\u308B\u3002\u3053\u308C\u306F\u3001\u30D0\u30FC\u30C1\u30E3\u30EB\u6620\u753B\uFF08Virtual cinematography\uFF09\u306E\u88FD\u4F5C\u65B9\u6CD5\u3067\u3042\u308B\u3002 \u7FA4\u96C6\u30B7\u30DF\u30E5\u30EC\u30FC\u30B7\u30E7\u30F3\u306F\u3001\u30B9\u30B1\u30EB\u30C8\u30F3\u3084\u30DC\u30FC\u30F3\uFF08\u7269\u4F53\u306B\u4EEE\u60F3\u7684\u9AA8\u683C\u3092\u5165\u308C\u3066\u52D5\u304B\u3059\u65B9\u6CD5\uFF09\u3068\u3044\u3063\u305F\u4F1D\u7D71\u7684\u306A\u624B\u6CD5\u3092\u4F7F\u3063\u305F\u30A2\u30CB\u30E1\u30FC\u30B7\u30E7\u30F3\u3067\u53EF\u80FD\u306A\u7BC4\u56F2\u3088\u308A\u3082\u591A\u304F\u306E\u30AD\u30E3\u30E9\u30AF\u30BF\u30FC\u304C\u30B7\u30FC\u30F3\u306B\u6C42\u3081\u3089\u308C\u308B\u969B\u306B\u5FC5\u8981\u3068\u3055\u308C\u308B\u3002\u7FA4\u96C6\u306E\u30B7\u30DF\u30E5\u30EC\u30FC\u30C8\u306F\u3001\u500B\u3005\u306B\u30B7\u30DF\u30E5\u30EC\u30FC\u30C8\u3055\u308C\u305F\u30AD\u30E3\u30E9\u30AF\u30BF\u30FC\u3084\u7269\u306E\u5168\u4F53\u7684\u306A\u5236\u5FA1\u3092\u53EF\u80FD\u306B\u3057\u3001\u8CBB\u7528\u5BFE\u52B9\u679C\u3092\u3082\u305F\u3089\u3059\u3002 \u30A2\u30CB\u30E1\u30FC\u30BF\u30FC\u306F\u901A\u5E38\u3001\u30AD\u30E3\u30E9\u30AF\u30BF\u30FC\u5168\u4F53\u3001\u3042\u308B\u3044\u306F\u500B\u5225\u306E\u30DC\u30C7\u30A3\u30D1\u30FC\u30C4\u306E\u52D5\u304D\u306E\u30E9\u30A4\u30D6\u30E9\u30EA\u3092\u4F5C\u6210\u3059\u308B\u3002\u5DE5\u7A0B\u3092\u30B7\u30F3\u30D7\u30EB\u306B\u3059\u308B\u305F\u3081\u306B\u3001\u3053\u308C\u3089\u306E\u52D5\u304D\u306F\u3001\u30E2\u30FC\u30D5\u30BF\u30FC\u30B2\u30C3\u30C8\uFF08Morph target animation\u3002\u30E2\u30FC\u30D5\u30A3\u30F3\u30B0\u3082\u53C2\u7167\uFF09\u3068\u3057\u3066\u4F5C\u3089\u308C\u308B\u3002\u52D5\u304D\u306F\u30BD\u30D5\u30C8\u30A6\u30A7\u30A2\u306B\u3088\u3063\u3066\u81EA\u52D5\u7684\u306B\u632F\u308A\u4ED8\u3051\u3055\u308C\u3066\u751F\u6210\u3055\u308C\u308B\u3053\u3068\u3082\u3042\u308B\u3002"@ja . . "\u0645\u062D\u0627\u0643\u0627\u0629 \u0627\u0644\u062D\u0634\u062F"@ar . . . "La simulaci\u00F3n de multitudes es el proceso de simular el movimiento de un gran n\u00FAmero de objetos o personajes, apareciendo ocasionalmente por ejemplo en gr\u00E1ficos 3D por computadora para pel\u00EDculas. Mientras se simulan estas multitudes, se toma en cuenta la interacci\u00F3n del comportamiento humano observado, para replicar la conducta colectiva. La necesidad de una simulaci\u00F3n de multitudes surge cuando una escena necesita m\u00E1s personajes de los que pueden ser animados de forma pr\u00E1ctica usando sistemas convencionales, tales como esqueletos/huesos. Simular multitudes ofrece las ventajas de ser rentable as\u00ED como permitir el control total de cada personaje o agente simulado. Los animadores t\u00EDpicamente crean una biblioteca de movimientos, ya sea para el personaje entero o para partes del cuerpo individuales. Para simplificar el proceso, estas animaciones son a veces horneadas como morphs. De manera alternativa, los movimientos pueden ser generados procesalmente, es decir, autom\u00E1ticamente coreografeados por software. Los actuales movimientos e interacciones de la multitud son t\u00EDpicamente hechos en una de dos formas."@es . . "Simulation de foule"@fr . . "886876"^^ . . . . "1093732394"^^ . . . . . . "Crowd simulation is the process of simulating the movement (or dynamics) of a large number of entities or characters. It is commonly used to create virtual scenes for visual media like films and video games, and is also used in crisis training, architecture and urban planning, and evacuation simulation. Crowd simulation may focus on aspects that target different applications. For realistic and fast rendering of a crowd for visual media or virtual cinematography, reduction of the complexity of the 3D scene and image-based rendering are used, while variations (changes) in appearance help present a realistic population. In games and applications intended to replicate real-life human crowd movement, like in evacuation simulations, simulated agents may need to navigate towards a goal, avoid collisions, and exhibit other human-like behavior. Many crowd steering algorithms have been developed to lead simulated crowds to their goals realistically. Some more general systems are researched that can support different kinds of agents (like cars and pedestrians), different levels of abstraction (like individual and continuum), agents interacting with smart objects, and more complex physical and social dynamics."@en . . "\u041C\u043E\u0434\u0435\u043B\u044E\u0432\u0430\u043D\u043D\u044F \u0442\u0438\u043F\u0443 \u0441\u043A\u0443\u043F\u0447\u0435\u043D\u043D\u044F"@uk . . . "Simulaci\u00F3n de multitudes"@es . 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"Crowd simulation"@it . . . . "51569"^^ . . 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"Crowd simulation is the process of simulating the movement (or dynamics) of a large number of entities or characters. It is commonly used to create virtual scenes for visual media like films and video games, and is also used in crisis training, architecture and urban planning, and evacuation simulation."@en . "La simulation de foule est le proc\u00E9d\u00E9 de simulation du mouvement d'un grand nombre de personnages, appel\u00E9s agents ou entit\u00E9s. Elle est fr\u00E9quemment employ\u00E9e en animation par ordinateur pour la r\u00E9alisation de films ou de jeux vid\u00E9o. Elle est \u00E9galement utilis\u00E9e pour la formation \u00E0 des situations de crise, la simulation des \u00E9vacuations, les \u00E9tudes de s\u00E9curit\u00E9 lors de la construction de b\u00E2timents ou de l\u2019organisation d\u2019\u00E9v\u00E9nements. Elle intervient aussi pour le design d'architecture et la planification urbaine, afin d\u2019am\u00E9liorer la qualit\u00E9 de service offert aux usagers. En simulant ces foules, l'interaction des comportements humains observ\u00E9s est prise en compte pour reproduire les comportements collectifs. Ces proc\u00E9d\u00E9s sont pluridisciplinaires, et int\u00E8grent aussi bien des notions issues des scien"@fr . . . . . . . . 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