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1.
Many times, even if a crowd simulation looks good in general, there could be some specific individual behaviors which do not seem correct. Spotting such problems manually can become tedious, but ignoring them may harm the simulation's credibility. In this paper we present a data‐driven approach for evaluating the behaviors of individuals within a simulated crowd. Based on video‐footage of a real crowd, a database of behavior examples is generated. Given a simulation of a crowd, an analog analysis is performed on it, defining a set of queries, which are matched by a similarity function to the database examples. The results offer a possible objective answer to the question of how similar are the simulated individual behaviors to real observed behaviors. Moreover, by changing the video input one can change the context of evaluation. We show several examples of evaluating simulated crowds produced using different techniques and comprising of dense crowds, sparse crowds and flocks.  相似文献   

2.
3.
Scalable behaviors for crowd simulation   总被引:7,自引:0,他引:7  
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4.
Natural disasters occur unexpectedly and usually result in huge losses of life and property. How to effectively make contingency plans is an intriguing question constantly faced by governments and experts. Human rescue operations are the most critical issue in contingency planning. A natural disaster scenario is, in general, highly complicated and dynamic. Modeling and simulation technologies have been gaining considerable momentum in investigating natural disaster scenarios to enable contingency planning. However, existing M&S systems still suffer from two open problems: (1) a lack of real data on natural disasters; and (2) the absence of methods and platforms to describe the collective behaviors of people in disaster situations. Considering these problems, an M&S framework for human rescue operations in a typical natural disaster, i.e., a landslide, has been developed in this study. The framework consists of three modules: (1) remote sensing information extraction, (2) landslide simulation, and (3) crowd simulation. The crowd simulation module is driven by the real/virtual data provided by the former modules. A number of simulations (using the Zhouqu landslide as an example) have been performed to study human relief operations spontaneously and under manipulation, with the effect of contingency plans highlighted. The experimental results demonstrate that  (1) the simulation framework is an effective tool for contingency planning, and (2) real data can make the simulation outputs more meaningful.  相似文献   

5.
《Graphical Models》2014,76(1):1-16
Simulating realistic crowd behaviors is a challenging problem in computer graphics. Yet, several satisfying simulation models exhibiting natural pedestrians or group emerging behaviors exist. Choosing among these model generally depends on the considered crowd density or the topology of the environment. Conversely, achieving a user-desired kinematic or dynamic pattern at a given instant of the simulation reveals to be much more tedious. In this paper, a novel generic control methodology is proposed to solve this crowd editing issue. Our method relies on an adjoint formulation of the underlying optimization procedure. It is independent to a certain extent of the choice of the simulation model, and is designed to handle several forms of constraints. A variety of examples attesting the benefits of our approach are proposed, along with quantitative performance measures.  相似文献   

6.
刘杨  王雷  盛捷 《计算机系统应用》2021,30(11):342-347
人群模型评估是虚拟人群仿真研究的关键问题,现有的研究多通过个体仿真轨迹与真实轨迹之间的误差来评估人群模型.然而人群行为本质上是复杂的随机系统,简单的轨迹对比并不能有效反映模型能力.本文应用熵度量的模型评估方法,通过估计真实人群状态与仿真人群状态的误差分布实现了精确的人群仿真定量评估.同时引入失真情况的判断和处理规则,使得评估方法在仿真失真情况下能够保持准确性.实验结果表明,本文提出的算法及规则能有效地实现人群仿真模型的定量评估并给出模型参数选择的指导.  相似文献   

7.
为了从情绪的视角分析紧急情境下人群的疏散行为,梳理了现有情绪感染的研究工作,总结了人群紧急状况下行为特点.采用智能体描述人群个体,提出一种多智能体情绪感染模型.其主体框架分为感知层、情绪层、感染层、行为层和行动层.归纳了产生情绪感染现象的3个条件及情绪感染的3个规则,提出了情绪感染的算法,考虑个体的个性和个体间距离因素,采用情绪强度和人群紧密度来计算个体疏散速度.用C#语言编制了仿真实验,采用真实的地震疏散案例,验证了仿真疏散时间和实际观测的基本一致.通过与以往基于传染病思路的情绪感染模型对比,所提出的模型可以更好地描述情绪感染从局部到整体的过程.实验结果表明,所提出的模型可以推演情绪驱动下的群体聚集行为,有望为制定应急疏散预案提供一种可视化分析方法.  相似文献   

8.
Visualizing Crowds in Real-Time   总被引:6,自引:0,他引:6  
Real‐time crowd visualization has recently attracted quite an interest from the graphics community and, asinteractive applications become even more complex, there is a natural demand for new and unexplored applicationscenarios. However, the interactive simulation of complex environments populated by large numbers of virtualcharacters is a composite problem which poses serious difficulties even on modern computer hardware. In thispaper we look at methods to deal with various aspects of crowd visualization, ranging from collision detectionand behaviour modeling to fast rendering with shadows and quality shading. These methods make extensive useof current graphics hardware capabilities with the aim of providing scalability without compromising run‐timespeed. Results from a system employing these techniques seem to suggest that simulations of reasonably complexenvironments populated with thousands of animated characters are possible in real‐time. ACM CSS: I.3.7 Three‐Dimensional Graphics and Realism—Animation  相似文献   

9.
This paper proposes a novel data-driven modeling framework to construct agent-based crowd model based on real-world video data. The constructed crowd model can generate crowd behaviors that match those observed in the video and can be used to predict trajectories of pedestrians in the same scenario. In the proposed framework, a dual-layer architecture is proposed to model crowd behaviors. The bottom layer models the microscopic collision avoidance behaviors, while the top layer models the macroscopic crowd behaviors such as the goal selection patterns and the path navigation patterns. An automatic learning algorithm is proposed to learn behavior patterns from video data. The learned behavior patterns are then integrated into the dual-layer architecture to generate realistic crowd behaviors. To validate its effectiveness, the proposed framework is applied to two different real world scenarios. The simulation results demonstrate that the proposed framework can generate crowd behaviors similar to those observed in the videos in terms of crowd density distribution. In addition, the proposed framework can also offer promising performance on predicting the trajectories of pedestrians.  相似文献   

10.
刘箴 《中国图象图形学报》2019,24(10):1619-1626
人群应急疏散可视仿真是用智能体来模拟具有自主感知、情绪和行为能力的人群个体,并采用3维可视的方式来直观呈现人群应急疏散情景,可以为制定人群应急预案提供形象直观的分析方法。本文从人群仿真数据的来源、人群导航模型的构建、人群行为模型、人群情绪感染、人群渲染5个方面概述目前研究的进展,然后从仿真模型的可验证性、人群疏散导航模型的构建、人与环境的物理模型、动物逃生实验与仿真、疏散中的社会行为表现以及人群情绪的可视计算6个角度讨论需要进一步研究的问题。针对需要深入研究的问题,指出借助于紧急事件的视频监控分析和虚拟人群情景的用户调查,有助于完善人群仿真模型。结合物理模型,可以更准确地描述人群应急疏散场景。开展动物逃生实验分析,有助于完善人群运动导航算法。建立人群社会行为模型,可以更详细描述疏散中人群行为的多样性。构建基于多通道感知的人群情绪感染计算方法,可以详尽描述情绪感染的过程。人群应急疏散行为的可视仿真研究在城市的安全管理方面具有重要的应用前景,但其研究仍存在很多亟待解决的问题,综合地运用多学科知识,完善实验手段是进一步推动研究的关键所在。  相似文献   

11.
Computational models of emotions have been thriving and increasingly popular since the 1990s. Such models used to be concerned with the emotions of individual agents when they interact with other agents. Out of the array of models for the emotions, we are going to devote special attention to the approach in Adamatzky’s Dynamics of Crowd-Minds. The reason it stands out, is that it considers the crowd, rather than the individual agent. It fits in computational intelligence. It works by mathematical simulation on a crowd of simple artificial agents: by letting the computer program run, the agents evolve, and crowd behaviour emerges. Adamatzky’s purpose is to give an account of the emergence of allegedly “irrational” behaviour. This is not without problem, as the irrational to one person may seem entirely rational to another, and this in turn is an insight that, in the history of crowd psychology, has affected indeed the competition among theories of crowd dynamics. Quite importantly, Adamatzky’s book argues for the transition from individual agencies to a crowd’s or a mob’s coalesced mind as so, and at any rate for coalesced crowd’s agency.  相似文献   

12.
The article describes a multi-agent approach to crowd modeling and simulation. After a brief introduction of the Situated Cellular Agents model, the guidelines to the crowd modeling approach is introduced as a way to support the communication among the different actors that are part of the simulation project team. The approach is then applied to describe a complex scenario providing a blend of competitive and cooperative behavior for pedestrian agents: an underground station. A module supporting the effective 3D visualization of simulated crowd dynamics is finally introduced, as an instrument for the communication of simulation results to decision makers and nonexperts in crowd phenomena.  相似文献   

13.
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.  相似文献   

14.
A dynamic data driven adaptive multi-scale simulation (DDDAMS) based planning and control framework is proposed for effective and efficient surveillance and crowd control via UAVs and UGVs. The framework is mainly composed of integrated planner, integrated controller, and decision module for DDDAMS. The integrated planner, which is designed in an agent-based simulation (ABS) environment, devises best control strategies for each function of (1) crowd detection (vision algorithm), (2) crowd tracking (filtering), and (3) UAV/UGV motion planning (graph search algorithm). The integrated controller then controls real UAVs/UGVs for surveillance tasks via (1) sensory data collection and processing, (2) control command generation based on strategies provided by the decision planner for crowd detection, tracking, and motion planning, and (3) control command transmission via radio to the real system. The decision module for DDDAMS enhances computational efficiency of the proposed framework via dynamic switching of fidelity of simulation and information gathering based on the proposed fidelity selection and assignment algorithms. In the experiment, the proposed framework (involving fast-running simulation as well as real-time simulation) is illustrated and demonstrated for a real system represented by hardware-in-the-loop (HIL) real-time simulation integrating real UAVs, simulated UGVs and crowd, and simulated environment (e.g. terrain). Finally, the preliminary results successfully demonstrate the benefit of the proposed dynamic fidelity switching concerning the crowd coverage percentage and computational resource usage (i.e. CPU usage) under cases with two different simulation fidelities.  相似文献   

15.
We present a system to generate a procedural environment that produces a desired crowd behaviour. Instead of altering the behavioural parameters of the crowd itself, we automatically alter the environment to yield such desired crowd behaviour. This novel inverse approach is useful both to crowd simulation in virtual environments and to urban crowd planning applications. Our approach tightly integrates and extends a space discretization crowd simulator with inverse procedural modelling. We extend crowd simulation by goal exploration (i.e. agents are initially unaware of the goal locations), variable‐appealing sign usage and several acceleration schemes. We use Markov chain Monte Carlo to quickly explore the solution space and yield interactive design. We have applied our method to a variety of virtual and real‐world locations, yielding one order of magnitude faster crowd simulation performance over related methods and several fold improvement of crowd indicators.  相似文献   

16.
In this paper, we propose a method for using particle swarm optimization (PSO) to compute optimal guidance paths for various crowd densities in an agent‐based crowd simulation. The inputs of our system are guidance paths that provide hints for the movement directions of agents. Input guidance paths may not be located correctly (e.g., leading to congestion or high traveling cost); therefore, our method adjusts the guidance paths by using PSO. We consider several factors for evaluating the quality of a guidance path, including the average traveling time and interaction distance between agents. We apply our method in several examples. Experimental results show that our method can compute adaptive guidance paths for various crowd densities. Our system can simulate organized crowds that move in directions specified by the guidance paths. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

17.
This paper addresses the problem of virtual pedestrian autonomous navigation for crowd simulation. It describes a method for solving interactions between pedestrians and avoiding inter-collisions. Our approach is agent-based and predictive: each agent perceives surrounding agents and extrapolates their trajectory in order to react to potential collisions. We aim at obtaining realistic results, thus the proposed model is calibrated from experimental motion capture data. Our method is shown to be valid and solves major drawbacks compared to previous approaches such as oscillations due to a lack of anticipation. We first describe the mathematical representation used in our model, we then detail its implementation, and finally, its calibration and validation from real data.  相似文献   

18.
We present a novel approach for analyzing the quality of multi‐agent crowd simulation algorithms. Our approach is data‐driven, taking as input a set of user‐defined metrics and reference training data, either synthetic or from video footage of real crowds. Given a simulation, we formulate the crowd analysis problem as an anomaly detection problem and exploit state‐of‐the‐art outlier detection algorithms to address it. To that end, we introduce a new framework for the visual analysis of crowd simulations. Our framework allows us to capture potentially erroneous behaviors on a per‐agent basis either by automatically detecting outliers based on individual evaluation metrics or by accounting for multiple evaluation criteria in a principled fashion using Principle Component Analysis and the notion of Pareto Optimality. We discuss optimizations necessary to allow real‐time performance on large datasets and demonstrate the applicability of our framework through the analysis of simulations created by several widely‐used methods, including a simulation from a commercial game.  相似文献   

19.
In individual-centered simulations, the variety and consistency of agents' behaviors reinforce the realism and validity of the simulation. Variety increases the diversity of behaviors that users meet during the simulation. Consistency ensures that these behaviors improve the users' feeling of immersion. In this work, we address the issue of the simultaneous influence of these two elements. We propose a formalization of the construction of populations for agent-based simulations, which provides the basis for a generic and non-intrusive tool allowing an out-of-the-agent design. First, the model uses behavioral patterns to describe standards of behaviors for the agents. They provide a behavioral archetype during agents' creation, and are also a compliance reference, that allows to detect deviant behaviors and address them. Then, a specific process instantiates the agents by using the specification provided by the patterns. Finally, inference enables to automate behavioral patterns configuration from real or simulated data. This formalization allows for the easy introduction of variety in agents' behaviors, while controlling the conformity to specifications. We applied the model to traffic simulation, in order to introduce driving styles specified using behavioral patterns (e.g. cautious or aggressive drivers). The behavioral realism of the traffic was therefore improved, and the experimentations we conducted show how the model contributes to increase the variety and the representativeness of the behaviors.  相似文献   

20.
We present a method to accelerate the visualization of large crowds of animated characters. Linear‐blend skinning remains the dominant approach for animating a crowd but its efficiency can be improved by utilizing the temporal and intra‐crowd coherencies that are inherent within a populated scene. Our work adopts a caching system that enables a skinned key‐pose to be re‐used by multi‐pass rendering, between multiple agents and across multiple frames. We investigate two different methods; an intermittent caching scheme (whereby each member of a crowd is animated using only its nearest key‐pose) and an interpolative approach that enables key‐pose blending to be supported. For the latter case, we show that finding the optimal set of key‐poses to store is an NP‐hard problem and present a greedy algorithm suitable for real‐time applications. Both variants deliver a worthwhile performance improvement in comparison to using linear‐blend skinning alone.  相似文献   

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