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dc.contributor.authorZhao, M.en_US
dc.contributor.authorCai, W.en_US
dc.contributor.authorTurner, S. J.en_US
dc.contributor.editorChen, Min and Benes, Bedrichen_US
dc.date.accessioned2018-04-05T12:48:39Z
dc.date.available2018-04-05T12:48:39Z
dc.date.issued2018
dc.identifier.issn1467-8659
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.13259
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13259
dc.description.abstractIn 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.subjectbehavioural animation
dc.subjectanimation
dc.subjecthuman simulation
dc.subjectanimation
dc.subjectmotion planning
dc.subjectanimation
dc.subjectCategories 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.titleCLUST: Simulating Realistic Crowd Behaviour by Mining Pattern from Crowd Videosen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersArticles
dc.description.volume37
dc.description.number1
dc.identifier.doi10.1111/cgf.13259
dc.identifier.pages184-201


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