Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2016
DOI: 10.1145/2856400.2856410
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Path patterns

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… Show more

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Cited by 23 publications
(5 citation statements)
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“…The sharp rise in interest of ML techniques and recent advancements in the field have sparked numerous endeavors in data visualization research. These initiatives aim to comprehend the inner workings of these models and ascertain the optimal approach for specific tasks through fair measures and effective data visualization techniques such as [13], [14]. Noteworthy contributions include [15]-a versatile solution facilitating comparison among diverse ML models by analyzing various subsets of a shared training and test dataset.…”
Section: Related Workmentioning
confidence: 99%
“…The sharp rise in interest of ML techniques and recent advancements in the field have sparked numerous endeavors in data visualization research. These initiatives aim to comprehend the inner workings of these models and ascertain the optimal approach for specific tasks through fair measures and effective data visualization techniques such as [13], [14]. Noteworthy contributions include [15]-a versatile solution facilitating comparison among diverse ML models by analyzing various subsets of a shared training and test dataset.…”
Section: Related Workmentioning
confidence: 99%
“…Existing research assumes certain principles on individual motions, for example minimum effort [GCC*10], power-law [KSG14], and so on, but they are based on simplified hypotheses. Real-world individual motions are almost always sub-optimal for the physics-based models, which significantly affects the visual realism of crowd animation [WOO16,HXZW20]. Therefore, we propose to advance the system in the human-solution subspace rather in the entire solution space.…”
Section: Human-solution Spacementioning
confidence: 99%
“…Besides simulation, different metrics have been proposed to validate simulation fidelity, where comparing simulations with real data becomes popular [7,8,[30][31][32]. However, these methods are designed to compare two sets of 2D trajectories.…”
Section: Crowd Simulationmentioning
confidence: 99%