359 research outputs found

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Requirement Engineering Activities in Smart Environments for Large Facilities

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    Developing a large, but smart environment is a complex task that requires the collaboration of experts of different disciplines. How to successfully attain such collaboration is not a trivial matter. The paper illustrates the problem with a case study where the manager of the facility intends to influence pedestrians so that they choose a task that requires certain effort, e.g. using staircases, instead of the current one that requires less effort, e.g. using the elevator. Defining requirements for such scenarios requires a strong multidisciplinary collaboration which is not currently well supported. This paper contributes with an approach to provide non-technician experts with tools so that they can provide feedback on the requirements and verify them in a systematic way

    Crowd behavioural simulation via multi-agent reinforcement learning

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    A dissertation submitted to the Faculty of Science, University of the Witwatersrand, Johannesburg, in fulfilment of requirements for the degree of Master of Science. Johannesburg, 2015.Crowd simulation can be thought of as a group of entities interacting with one another. Traditionally, an animated entity would require precise scripts so that it can function in a virtual environment autonomously. Previous studies on crowd simulation have been used in real world applications but these methods are not learning agents and are therefore unable to adapt and change their behaviours. The state of the art crowd simulation methods include flow based, particle and strategy based models. A reinforcement learning agent could learn how to navigate, behave and interact in an environment without explicit design. Then a group of reinforcement learning agents should be able to act in a way that simulates a crowd. This thesis investigates the believability of crowd behavioural simulation via three multi-agent reinforcement learning methods. The methods are Q-learning in multi-agent markov decision processes model, joint state action Q-learning and joint state value iteration algorithm. The three learning methods are able to produce believable and realistic crowd behaviours

    A framework for crowd simulation based on the JMonkey game engine

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    La simulación de multitudes juega un papel crucial cuando se trata del desarrollo de entornos inteligentes. La mayoría de los investigadores desarrollan simulaciones usando motores de juegos comerciales a través de los editores que éstos proporcionan. Esto di culta el poder realizar una experimentación profunda sobre simulaciones de multitudes, y fuerza que la línea de investigación deba atenerse al paradigma de desarrollo propuesto por la herramienta. El objetivo principal del trabajo desarrollado es la contribución de un simulador de multitudes basado en 3D, con una arquitectura modular y extensible, adecuada para la experimentación con simulaciones de multitudes. Este framework se centrará de forma especial en la navegación y la coordinación de multitudes sobre un modelo realista del entorno, capaz de reproducir situaciones del mundo real. El simulador incluye implementaciones de algoritmos conocidos para el movimiento de multitudes, integrando también implementaciones de terceros. El trabajo tiene en cuenta la necesidad de representaciones visualmente convincentes de la simulación más allá de las representaciones 2D, utilizadas regularmente en la literatura. Para ello, se contribuye con extensiones a herramientas de terceros que permiten importar texturas, animaciones y mallas que mejoran la calidad de la simulación. El desempeño de la simulación se demuestra en un caso de estudio donde el desafío es encontrar una población cuyo comportamiento, dentro del simulador, reproduce un determinado tráfico entrante / saliente medido en áreas específicas de un edificio. Este trabajo ha sido financiado por el proyecto MOSI-AGIL (S2013 / ICE-3019) a través de la Gobierno de la Comunidad de Madrid y Fondos Estructurales Europeos (FEDER)

    Labelling unlabelled videos from scratch with multi-modal self-supervision

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    A large part of the current success of deep learning lies in the effectiveness of data -- more precisely: labelled data. Yet, labelling a dataset with human annotation continues to carry high costs, especially for videos. While in the image domain, recent methods have allowed to generate meaningful (pseudo-) labels for unlabelled datasets without supervision, this development is missing for the video domain where learning feature representations is the current focus. In this work, we a) show that unsupervised labelling of a video dataset does not come for free from strong feature encoders and b) propose a novel clustering method that allows pseudo-labelling of a video dataset without any human annotations, by leveraging the natural correspondence between the audio and visual modalities. An extensive analysis shows that the resulting clusters have high semantic overlap to ground truth human labels. We further introduce the first benchmarking results on unsupervised labelling of common video datasets Kinetics, Kinetics-Sound, VGG-Sound and AVE.Comment: Accepted to NeurIPS 2020. Project page: https://www.robots.ox.ac.uk/~vgg/research/selavi, code: https://github.com/facebookresearch/selav

    On Classification in Human-driven and Data-driven Systems

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    Classification systems are ubiquitous, and the design of effective classification algorithms has been an even more active area of research since the emergence of machine learning techniques. Despite the significant efforts devoted to training and feature selection in classification systems, misclassifications do occur and their effects can be critical in various applications. The central goal of this thesis is to analyze classification problems in human-driven and data-driven systems, with potentially unreliable components and design effective strategies to ensure reliable and effective classification algorithms in such systems. The components/agents in the system can be machines and/or humans. The system components can be unreliable due to a variety of reasons such as faulty machines, security attacks causing machines to send falsified information, unskilled human workers sending imperfect information, or human workers providing random responses. This thesis first quantifies the effect of such unreliable agents on the classification performance of the systems and then designs schemes that mitigate misclassifications and their effects by adapting the behavior of the classifier on samples from machines and/or humans and ensure an effective and reliable overall classification. In the first part of this thesis, we study the case when only humans are present in the systems, and consider crowdsourcing systems. Human workers in crowdsourcing systems observe the data and respond individually by providing label related information to a fusion center in a distributed manner. In such systems, we consider the presence of unskilled human workers where they have a reject option so that they may choose not to provide information regarding the label of the data. To maximize the classification performance at the fusion center, an optimal aggregation rule is proposed to fuse the human workers\u27 responses in a weighted majority voting manner. Next, the presence of unreliable human workers, referred to as spammers, is considered. Spammers are human workers that provide random guesses regarding the data label information to the fusion center in crowdsourcing systems. The effect of spammers on the overall classification performance is characterized when the spammers can strategically respond to maximize their reward in reward-based crowdsourcing systems. For such systems, an optimal aggregation rule is proposed by adapting the classifier based on the responses from the workers. The next line of human-driven classification is considered in the context of social networks. The classification problem is studied to classify a human whether he/she is influential or not in propagating information in social networks. Since the knowledge of social network structures is not always available, the influential agent classification problem without knowing the social network structure is studied. A multi-task low rank linear influence model is proposed to exploit the relationships between different information topics. The proposed approach can simultaneously predict the volume of information diffusion for each topic and automatically classify the influential nodes for each topic. In the third part of the thesis, a data-driven decentralized classification framework is developed where machines interact with each other to perform complex classification tasks. However, the machines in the system can be unreliable due to a variety of reasons such as noise, faults and attacks. Providing erroneous updates leads the classification process in a wrong direction, and degrades the performance of decentralized classification algorithms. First, the effect of erroneous updates on the convergence of the classification algorithm is analyzed, and it is shown that the algorithm linearly converges to a neighborhood of the optimal classification solution. Next, guidelines are provided for network design to achieve faster convergence. Finally, to mitigate the impact of unreliable machines, a robust variant of ADMM is proposed, and its resilience to unreliable machines is shown with an exact convergence to the optimal classification result. The final part of research in this thesis considers machine-only data-driven classification problems. First, the fundamentals of classification are studied in an information theoretic framework. We investigate the nonparametric classification problem for arbitrary unknown composite distributions in the asymptotic regime where both the sample size and the number of classes grow exponentially large. The notion of discrimination capacity is introduced, which captures the largest exponential growth rate of the number of classes relative to the samples size so that there exists a test with asymptotically vanishing probability of error. Error exponent analysis using the maximum mean discrepancy is provided and the discrimination rate, i.e., lower bound on the discrimination capacity is characterized. Furthermore, an upper bound on the discrimination capacity based on Fano\u27s inequality is developed
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