Trending Paths: A Metric for Evaluating Crowd Simulation

 

We propose a new approach based on finding latent Path Patterns in both real and simulated data in order to analyze and compare them.

February 26, 2016
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (i3D) 2016

 

Authors

He Wang (Disney Research)

Jan Ondrej (Disney Research)

Carol O’Sullivan (Disney Research)

Trending Paths: A Metric for Evaluating Crowd Simulation

Abstract

Crowd simulation has been an active and important area of research in the field of interactive 3D graphics for several decades. However, only recently has there been an increased focus on evaluating the fidelity of the results with respect to real-world situations. The focus to date has been on analyzing the properties of low-level features such as pedestrian trajectories, or global features such as crowd densities. We propose a new approach based on finding latent Path Patterns in both real and simulated data in order to analyze and compare them. Unsupervised clustering by non-parametric Bayesian inference is used to learn the patterns, which themselves provide a rich visualization of the crowd’s behaviour. To this end, we present a new Stochastic Variational Dual Hierarchical Dirichlet Process (SV-DHDP) model. The fidelity of the patterns is then computed with respect to a reference, thus allowing the outputs of different algorithms to be compared with each other and/or with real data accordingly.

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