dc.contributor.author | Zhao, M. | en_US |
dc.contributor.author | Cai, W. | en_US |
dc.contributor.author | Turner, S. J. | en_US |
dc.contributor.editor | Chen, Min and Benes, Bedrich | en_US |
dc.date.accessioned | 2018-04-05T12:48:39Z | |
dc.date.available | 2018-04-05T12:48:39Z | |
dc.date.issued | 2018 | |
dc.identifier.issn | 1467-8659 | |
dc.identifier.uri | http://dx.doi.org/10.1111/cgf.13259 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1111/cgf13259 | |
dc.description.abstract | In this paper, we present a data‐driven approach to simulate realistic locomotion of virtual pedestrians. We focus on simulating low‐level pedestrians' motion, where a pedestrian's motion is mainly affected by other pedestrians and static obstacles nearby, and the preferred velocities of agents (direction and speed) are obtained from higher level path planning models. Before the simulation, collision avoidance processes (i.e. examples) are extracted from videos to describe how pedestrians avoid collisions, which are then clustered using hierarchical clustering algorithm with a novel distance function to find similar patterns of pedestrians' collision avoidance behaviours. During the simulation, at each time step, the perceived state of each agent is classified into one cluster using a neural network trained before the simulation. A sequence of velocity vectors, representing the agent's future motion, is selected among the examples corresponding to the chosen cluster. The proposed CLUST model is trained and applied to different real‐world datasets to evaluate its generality and effectiveness both qualitatively and quantitatively. The simulation results demonstrate that the proposed model can generate realistic crowd behaviours with comparable computational cost.In this paper, we present a data‐driven approach to simulate realistic locomotion of virtual pedestrians. We focus on simulating low‐level pedestrians' motion, where a pedestrian's motion is mainly affected by other pedestrians and static obstacles nearby, and the preferred velocities of agents (direction and speed) are obtained from higher level path planning models. Before the simulation, collision avoidance processes (i.e. examples) are extracted from videos to describe how pedestrians avoid collisions, which are then clustered using hierarchical clustering algorithm with a novel distance function to find similar patterns of pedestrians' collision avoidance behaviours. During the simulation, at each time step, the perceived state of each agent is classified into one cluster using a neural network trained before the simulation. A sequence of velocity vectors, representing the agent's future motion, is selected among the examples corresponding to the chosen cluster. | en_US |
dc.publisher | © 2018 The Eurographics Association and John Wiley & Sons Ltd. | en_US |
dc.subject | behavioural animation | |
dc.subject | animation | |
dc.subject | human simulation | |
dc.subject | animation | |
dc.subject | motion planning | |
dc.subject | animation | |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism—Animation I.2.11 [Artificial Intelligence]: Distributed Artificial Intelligence—Multiagent systems | |
dc.title | CLUST: Simulating Realistic Crowd Behaviour by Mining Pattern from Crowd Videos | en_US |
dc.description.seriesinformation | Computer Graphics Forum | |
dc.description.sectionheaders | Articles | |
dc.description.volume | 37 | |
dc.description.number | 1 | |
dc.identifier.doi | 10.1111/cgf.13259 | |
dc.identifier.pages | 184-201 | |