4 research outputs found

    Leveraging Long-Term Predictions and Online Learning in Agent-Based Multiple Person Tracking

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    We present a multiple-person tracking algorithm, based on combining particle fi lters and RVO, an agent-based crowd model that infers collision-free velocities so as to predict pedestrian's motion. In addition to position and velocity, our tracking algorithm can estimate the internal goals (desired destination or desired velocity) of the tracked pedestrian in an online manner, thus removing the need to specify this information beforehand. Furthermore, we leverage the longer-term predictions of RVO by deriving a higher-order particle fllter, which aggregates multiple predictions from different prior time steps. This yields a tracker that can recover from short-term occlusions and spurious noise in the appearance model. Experimental results show that our tracking algorithm is suitable for predicting pedestrians' behaviors online without needing scene priors or hand-annotated goal information, and improves tracking in real-world crowded scenes under low frame rates

    Leveraging Long-Term Predictions and Online Learning in Agent-Based Multiple Person Tracking

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    We present a multiple-person tracking algorithm, based on combining particle fi lters and RVO, an agent-based crowd model that infers collision-free velocities so as to predict pedestrian's motion. In addition to position and velocity, our tracking algorithm can estimate the internal goals (desired destination or desired velocity) of the tracked pedestrian in an online manner, thus removing the need to specify this information beforehand. Furthermore, we leverage the longer-term predictions of RVO by deriving a higher-order particle fllter, which aggregates multiple predictions from different prior time steps. This yields a tracker that can recover from short-term occlusions and spurious noise in the appearance model. Experimental results show that our tracking algorithm is suitable for predicting pedestrians' behaviors online without needing scene priors or hand-annotated goal information, and improves tracking in real-world crowded scenes under low frame rates

    Velocity-Space Reasoning for Interactive Simulation of Dynamic Crowd Behaviors

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    The problem of simulating a large number of independent entities, interacting with each other and moving through a shared space, has received considerable attention in computer graphics, biomechanics, psychology, robotics, architectural design, and pedestrian dynamics. One of the major challenges is to simulate the dynamic nature, variety, and subtle aspects of real-world crowd motions. Furthermore, many applications require the capabilities to simulate these movements and behaviors at interactive rates. In this thesis, we present interactive methods for computing trajectory-level behaviors that capture various aspects of human crowds. At a microscopic level, we address the problem of modeling the local interactions. First, we simulate dynamic patterns of crowd behaviors using Attribution theory and General Adaptation Syndrome theory from psychology. Our model accounts for permanent, stable disposition and the dynamic nature of human behaviors that change in response to the situation. Second, we model physics-based interactions in dense crowds by combining velocity-based collision avoidance algorithms with external forces. Our approach is capable of modeling both physical forces and interactions between agents and obstacles, while also allowing the agents to anticipate and avoid upcoming collisions during local navigation. We also address the problem at macroscopic level by modeling high-level aspects of human crowd behaviors. We present an automated scheme for learning and predicting individual behaviors from real-world crowd trajectories. Our approach is based on Bayesian learning algorithms combined with a velocity-based local collision avoidance model. We further extend our method to learn time-varying trajectory behavior patterns from pedestrian trajectories. These behavior patterns can be combined with local navigation algorithms to generate crowd behaviors that are similar to those observed in real-world videos. We highlight their performance for pedestrian navigation, architectural design and generating dynamic behaviors for virtual environments.Doctor of Philosoph
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