Reactive Pedestrian Path Following from Examples Computer Animation and Social Agents 2003

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Reactive Pedestrian Path

Following from Examples

Computer Animation and Social

Agents 2003

Ronald A. Metoyer

Jessica K. Hodgins

Introduction

Need a system to model the movement of many people walking and interacting

Want to maintain control over the path each individual takes

Hard to deal with collision avoidance with many characters

Easy to use

Previous Work

Reynolds

• Boid Model for flocks, schools, and herds

Pedestrian Models

• Fluid flow model

• Inter-pedestrian interaction models (Helbing and

Molnar)

– Social interaction based on + and – potential fields

– Lane formation in halls, queuing, turn taking

2D Character Intelligence

Exploit fact that humans have to move on a

2D plane (for the most part)

Basic level of intelligence

• Reactive path following, obstacles, other pedestrians

Social Forces Model

• Reactive control utilizes potential fields

• Obstacles are repulsive

• Goals are attractive

Potential Fields

Modeling

Point mass dynamics

• Update equation is:

• Where the force f x is obtained from the potential field

• dt is the simulation steps

• m is the mass of the character

Although goal locations can be specified, it is desirable to allow a definable path for the character to follow

• People are experts in drawing a path through a scene in the absence of moving obstacles

• Can also be generated through automatic process

Path Diagram

User draws a spline path for character to follow

The path is converted into forces by the following:

Character will attempt to follow the direction of the path, but as it gets more off track, it’ll be pulled back stronger

Direction Primitives

Intelligence model will produce correct 2D animation in terms of obstacle avoidance, but not necessarily natural looking

Alert user to potential collisions and ask how to resolve them

Navigation Primitives

• Yield, Cut-in-front, Go-around-right, Go-around-left,

No-action

• Chosen based on traffic planning research

Direction Primitives (Cont.)

Focus on two tasks a pedestrian performs

• Monitoring

– Observing other pedestrians in the area to determine their navigational intents

• Yielding

– Act of adjusting velocity (Magnitude or Direction) to avoid a potential collision

Learning

Use previous direction primitive choices to aid the user in future decisions

• Direction Primitive

• Feature vector that describes current scene

– Is the path around left blocked by other pedestrians or obstacles (Y or N)

– Is the path around right blocked by other pedestrians or obstacles (Y or N)

– Relative speed of the colliding pedestrian (5)

– Approach direction of the colliding pedestrian (8)

– Colliding pedestrian’s distance to collision (5)

– Pedestrian’s distance to collision (5)

– Desired travel direction (3)

Learning (Cont.)

Naïve Bayes Classifier

Five primitives are hypotheses

• Seven variables are inputs

• Potential collisions are classified into one of the 5 primitives

Advantages

Outperforms neural networks and machine learning algorithms in most real life cases

Disadvantages

• Limited by the fact that it can only deal with discrete data

3D Motion Generation

Use motion capture

Create a directed graph of poses to get a probability matrix for transitions from one pose to another

Results

Compared the Naïve Bayes algorithm to actual choices made by users

• Claim 72% accuracy as opposed to a random choice which would be 20% naturally

• This doesn’t mean much, because all it is really testing is their ability to train a Bayes classifier

Limitations

Requires (utilizes) a lot of human intervention

There is no motion capture data of a person stopped, so it appears the person is spinning around when standing still

Videos

Basic System

U/I

Desired State

Controller

State

Renderer

State

Torques

Dynamics

State

Torques

Integrator

State

Cart / Pole

Cart / Pole

Apply torque to cart’s wheels

• Balance pole

• Accomplish desired location

• Accomplish desired velocity

Extra Credit

• Swing-up task

Basic input file for Cart / Pole

language = C gravity = 0 0 -9.80665

prefix = cartpole

# cart is a truck-sized object, 20 x 4 x 3 feet = 6x1.5x1 meters

# with car-like density of 170 kg / m^3

# therefore, truck-like mass of 1800kg = 4000 lbs

body = cart joint = slider jname = pos mass = 1530 inertia = 414.37500000 4717.50000000 4876.87500000

bodyToJoint = 0 0 0 pin = 1 0 0

# A 300 lb = 136 kg ladder that is roughly

# 15 x 1.5 x 0.5 feet = 4.6x.45x.15 meters body = ladder inboard = cart joint = pin jname = theta mass = 52.785

inertia = 0.98971875 93.17652187 93.96829687

bodyTojoint = -2.3 0 0 inbToJoint = -3.0 0 0.75

pin = 0 1 0

Swinger

More complicated simulation of girl on a swing

• Hands are rigidly attached to rope

• Butt is rigidly attached to seat

• You control torques at shoulder, elbow, hips, and knee

Swinger

State machine

• Swinging has discrete modes, or states

– Define when they begin and end

– Define what movements are required for each state

Discrete event simulations

Very important!!!

• Each simulation has a simulation timestep, DT

• Smaller timestep required for larger forces

– Numerical imprecision of integrator

• Make sure your simulations are precise by dropping DT by an order of magnitude and confirm behavior is the same

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