A predictive Collision Avoidance Model for Pedestrian Simulation Author: Ioannis Karamouzas et al. Presented by: Jessica Siewert.

Slides:



Advertisements
Similar presentations
Reactive and Potential Field Planners
Advertisements

Lecture 7: Potential Fields and Model Predictive Control
Controlling Individual Agents in High Density Crowd Simulation N. Pelechano, J.M. Allbeck and N.I. Badler (2007)
Torque on a Current Loop, 2
Active Contours, Level Sets, and Image Segmentation
Robotics applications of vision-based action selection Master Project Matteo de Giacomi.
Crowd simulation Taku Komura. Animating Crowds We have been going through methods to simulate individual characters We have been going through methods.
Roland Geraerts and Mark Overmars ICRA 2007 The Corridor Map Method: Real-Time High-Quality Path Planning.
 Mankyu Sung Scalable, Controllable, Efficient and convincing crowd simulation (2005)  Michael Gleicher “I have a bad case of Academic Attention Deficit.
The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL Reciprocal Velocity Obstacles for Real-Time Multi-Agent Navigation Jur van den Berg Ming Lin Dinesh Manocha.
Crowd Simulation Sai-Keung Wong. Crowd Simulation A process of simulating the movement of a large number of entities or characters. While simulating these.
Randomized Kinodynamics Motion Planning with Moving Obstacles David Hsu, Robert Kindel, Jean-Claude Latombe, Stephen Rock.
Jur van den Berg, Stephen J. Guy, Ming Lin, Dinesh Manocha University of North Carolina at Chapel Hill Optimal Reciprocal Collision Avoidance (ORCA)
1 Reactive Pedestrian Path Following from Examples Ronald A. Metoyer Jessica K. Hodgins Presented by Stephen Allen.
Social Force Model for Pedestrian Dynamics 1998 Sai-Keung Wong.
EE631 Cooperating Autonomous Mobile Robots Lecture 5: Collision Avoidance in Dynamic Environments Prof. Yi Guo ECE Dept.
John S Gero Agents – Agent Simulations AGENT-BASED SIMULATIONS.
Bart van Greevenbroek.  Article  Authors  ViCrowd  Experiments  Assessment.
Bart van Greevenbroek.  Authors  The Paper  Particle Swarm Optimization  Algorithm used with PSO  Experiment  Assessment  conclusion.
SteerBench: a benchmark suite for evaluating steering behaviors Authors: Singh, Kapadia, Faloutsos, Reinman Presented by: Jessica Siewert.
C ROWD P ATCHES : P OPULATING L ARGE - S CALE V IRTUAL E NVIRONMENTS FOR R EAL -T IME A PPLICATIONS Barbara Yersin, Jonathan Maïm, Julien Pettré, Daniel.
Presenter: Robin van Olst. Avneesh SudRussell Gayle Erik Andersen Stephen GuyMing Lin Dinesh Manocha.
Presenter: Robin van Olst. Prof. Dr. Dirk Helbing Heads two divisions of the German Physical Society of the ETH Zurich Ph.D. Péter Molnár Associate Professor.
Real-time crowd motion planning: Scalable Avoidance and Group Behavior (2008) Authors: Yersin, Maïm, Morini, Thalman Presented by: Jessica Siewert.
San Diego 7/11/01 VIRTUAL SHELLS FOR AVOIDING COLLISIONS Yale University A. S. Morse.
Motion Planning for Camera Movements in Virtual Environments Authors: D. Nieuwenhuisen, M. Overmars Presenter: David Camarillo.
Pursuit and Evasion CS326A: Motion Planning Spring 2003 Final Project Eric Ng Huy Nguyen.
CS 326A: Motion Planning Kynodynamic Planning + Dealing with Moving Obstacles + Dealing with Uncertainty + Dealing with Real-Time Issues.
Modeling Fluid Phenomena -Vinay Bondhugula (25 th & 27 th April 2006)
Steering Behaviors For Autonomous Characters
Molecular Dynamics Classical trajectories and exact solutions
Crowd Simulations Guest Instructor - Stephen J. Guy.
Multi-Layered Navigation Meshes Wouter G. van Toll, Atlas F. Cook IV, Roland Geraerts ICT.OPEN 2011.
Ioannis Karamouzas, Roland Geraerts, Mark Overmars Indicative Routes for Path Planning and Crowd Simulation.
A Navigation Mesh for Dynamic Environments Wouter G. van Toll, Atlas F. Cook IV, Roland Geraerts CASA 2012.
Andrea Brambilla 1 Øyvind Andreassen 2,3 Helwig Hauser 1 Integrated Multi-aspect Visualization of 3D Fluid Flows 1 University of Bergen, Norway 2 Norwegian.
Deformable Models Segmentation methods until now (no knowledge of shape: Thresholding Edge based Region based Deformable models Knowledge of the shape.
REAL-TIME NAVIGATION OF INDEPENDENT AGENTS USING ADAPTIVE ROADMAPS Avneesh Sud 1, Russell Gayle 2, Erik Andersen 2, Stephen Guy 2, Ming Lin 2, Dinesh Manocha.
Robot Crowd Navigation using Predictive Position Fields in the Potential Function Framework Ninad Pradhan, Timothy Burg, and Stan Birchfield Electrical.
Leslie Luyt Supervisor: Dr. Karen Bradshaw 2 November 2009.
Using the Corridor Map Method for Path Planning for a Large Number of Characters Roland Geraerts, Arno Kamphuis, Ioannis Karamouzas, Mark Overmars MIG’08.
Ioannis Karamouzas, Roland Geraerts and A. Frank van der Stappen Space-time Group Motion Planning.
Motion Planning in Games Mark Overmars Utrecht University.
Detail-Preserving Fluid Control N. Th ű rey R. Keiser M. Pauly U. R ű de SCA 2006.
Adrian Treuille, Seth Cooper, Zoran Popović 2006 Walter Kerrebijn
Artificial Intelligence in Game Design Complex Steering Behaviors and Combining Behaviors.
From Path Planning to Crowd Simulation
Student of the Week. Questions From Reading Activity?  Can’t help you with recipes or how to twerk.
Controlling Individual Agents in High-Density Crowd Simulation
Learning to Navigate Through Crowded Environments Peter Henry 1, Christian Vollmer 2, Brian Ferris 1, Dieter Fox 1 Tuesday, May 4, University of.
Molecular Modelling - Lecture 2 Techniques for Conformational Sampling Uses CHARMM force field Written in C++
Hengchin Yeh, Sean Curtis, Sachin Patil, Jur van den Berg, Dinesh Manocha, Ming Lin University of North Carolina at Chapel Hill ACM 2008 Walter Kerrebijn.
Wouter G. van Toll Atlas F. Cook IV Roland Geraerts Realistic Crowd Simulation with Density-Based Path Planning ICT.OPEN / ASCI October 22nd, 2012.
REFERENCES: FLOCKING.
Flexible Automatic Motion Blending with Registration Curves
City College of New York 1 John (Jizhong) Xiao Department of Electrical Engineering City College of New York Mobile Robot Control G3300:
Artificial Intelligence in Game Design Lecture 8: Complex Steering Behaviors and Combining Behaviors.
Roland Geraerts and Erik Schager CASA 2010 Stealth-Based Path Planning using Corridor Maps.
Simulating Crowds Simulating Dynamical Features of Escape Panic & Self-Organization Phenomena in Pedestrian Crowds Papers by Helbing.
Local Control Methods Global path planning
Sébastien Paris, Anton Gerdelan, Carol O’Sullivan {Sebastien.Paris, gerdelaa, GV2 group, Trinity College Dublin.
Force.
Indicative Routes for Path Planning and Crowd Simulation
Locomotion of Wheeled Robots
Crowd Simulation (INFOMCRWS) - Introduction to Crowd Simulation
Roland Geraerts and Mark Overmars CASA’08
Devil physics The baddest class on campus AP Physics
Robot Motion Planning Project
Application to Animating a Digital Actor on Flat Terrain
Toward Solving Pathfinding
Presentation transcript:

A predictive Collision Avoidance Model for Pedestrian Simulation Author: Ioannis Karamouzas et al. Presented by: Jessica Siewert

Content of presentation Previous work The method Implementation Experiments Assessment Developments since

Introduction – Previous work Dynamic potential-field approach (too general) Corridor-Map-Method Helbing Social Force Fields Example-based (too expensive)

Introduction – Now we want… Anticipation and prediction (so in advance) Deal with large and cluttered environments No constant change of orientation, pushing each other and moving back/forth

Introduction – We got… Reynolds unaligned collision avoidance => Feurtey predicts potential collisions within time and resolves by adapting speed and trajectory => Paris et al. Anticipative model to steer Shao and Terzopoulos: Reactive routines to determine avoidance maneuvers.

Van den Berg Reciprocal Velocity Obstacle Pettré et al. Egocentric model for local collision avoidance Introduction – We got…

Introduction – Our method… Based on force field approach Early avoidance hypothesis, anticipation/prediction Energy-efficient motions – Less curved paths – Smooth natural flow – Oscillation-free

Introduction – Contributions… Force field method based (Shao, Berg, Pettré don’t) Easier in formulation and implementation Faster, able to handle thousands Calculated differently producing better looking results (visually pleasing, smoothly avoiding)

The method – Overview Pedestrian Interactions => Pedestrian Simulation Model Collision Avoidance

The method – Pedestrian Interactions Scanning and Externalization Personal Space Principle of Least Effort

The method – Pedestrian Sim. Model Modeled as little cylinders with radius r The pedestrian tries to reach its goal The goal is pulling the pedestrian towards itself with a goal force

The pedestrian wants to move at a certain speed It reaches this spreed gradually over time The method – Pedestrian Sim. Model

All the walls act on the pedestrian repulsively D iw shortest distance between P and wall D s safe discance P likes from the wall The method – Pedestrian Sim. Model

A pedestrian keeps a distance from others to feel comfortable (“Personal space”) Modeled as a disc with radius p>r (is varied) The method – Pedestrian Sim. Model

The collision occurs when another pedestrian P j comes in the personal space of P i at time t c The method – Pedestrian Sim. Model

A pedestrian has an anticipation time (can vary) Collisions within this time are actively avoided To simulate this an evasive Force is applied The method – Pedestrian Sim. Model

Collision avoidance Collision prediction

Collision avoidance Selecting pedestrians – Sorted on increasing collision time – Keep the first 2 to 5

Avoidance maneuvers Collision avoidance

Computing the evasive Force – Weighted sum of N forces – OR – Iterative approach! Collision avoidance Agile101.net

Implementation Efficient Collision Prediction – Anticipation time – Iterative approach – Vary p, r, v and t – Maximum distance

Implementation Adding variation – Noise Force Time integration – Simulation time steps – Sum of forces – Orientation

Experiments – Claim recall Anticipation/prediction based Easier in formulation and implementation Faster, able to handle thousands Energy-efficient motions – Less curved paths – Smooth natural flow – Oscillation-free – Visually pleasing/natural looking

Movies… file:///C:/Users/Jessica/Downloads/Circle.avi file:///C:/Users/Jessica/Downloads/Scene0.avi file:///C:/Users/Jessica/Downloads/Scene1.avi file:///C:/Users/Jessica/Downloads/Scene2.avi file:///C:/Users/Jessica/Downloads/Scene3.avi file:///C:/Users/Jessica/Downloads/park.avi file:///C:/Users/Jessica/Downloads/crosswalks.avi file:///C:/Users/Jessica/Downloads/crosswalks.avi

Assessment – promises Scanning and externalization? Natural looking? Easy implementation: extendability?

Assessment – method Reasoning that leads to smart pedestrian selection Reasoning that leads to iterative approach How would this method combine with obstacle avoidance methods?

Assessment – experiments 25% of CPU usage? What about the high-cluttered environments? How is the time step chosen?

Assessment – results Swirl effect Up front anticipation results in no interaction No ellipse-shaped personal space needed?

Assessment – shortcomings No couples or coherent groups No cultural, cognitive or psychological factors Nothing like the reciprocal method

Developments since then Path Planning for Groups Using Column Generation (Marjan van den Akker, Roland Geraerts e.a.) xxxswz-jsjkx aspx xxxswz-jsjkx aspx ml ml