Detecting anomalies in dense 3D crowds

IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Melania Prieto-Martín, Marc Comino-Trinidad, Dan Casas
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引用次数: 0

Abstract

Estimating the behavior of dense 3D crowds is crucial for applications in security, surveillance, and planning. Detecting events in such crowds from a single video, the most common scenario, is challenging due to ambiguities, occlusions, and complex human behavior. To address this, we propose a method that overlays pixel-based labels on video data to highlight anomalies in dense 3D crowds movement. Our key contribution is a data-driven, image-based model trained on features derived from 3D virtual crowd animations of articulated characters that mimic real crowds at a micro-level. By using training data based on captured dense crowd trajectories and realistic 3D motions, we can analyze and detect anomalies in complex real-world scenarios. Additionally, while acquiring ground-truth data from diverse viewpoints is difficult in real-world settings, our virtual simulator allows rendering scenes from multiple perspectives, enabling the training of models robust to viewpoint variations. We demonstrate qualitatively and quantitatively that our method can detect anomalies in much denser crowds than existing methods.
在密集的3D人群中检测异常
估计密集的3D人群的行为对于安全、监视和规划的应用至关重要。由于模糊性、遮挡和复杂的人类行为,从单个视频(最常见的场景)中检测此类人群中的事件具有挑战性。为了解决这个问题,我们提出了一种方法,在视频数据上覆盖基于像素的标签,以突出密集3D人群运动中的异常。我们的主要贡献是一个数据驱动的,基于图像的模型,该模型训练了来自三维虚拟人群动画的特征,这些动画是铰接的角色,在微观层面上模仿真实人群。通过使用基于捕获的密集人群轨迹和逼真的3D运动的训练数据,我们可以分析和检测复杂现实场景中的异常情况。此外,虽然在现实世界中很难从不同的视点获取真实数据,但我们的虚拟模拟器允许从多个角度渲染场景,从而使模型训练对视点变化具有鲁棒性。我们定性和定量地证明了我们的方法可以在比现有方法更密集的人群中检测异常。
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来源期刊
Computers & Graphics-Uk
Computers & Graphics-Uk 工程技术-计算机:软件工程
CiteScore
5.30
自引率
12.00%
发文量
173
审稿时长
38 days
期刊介绍: Computers & Graphics is dedicated to disseminate information on research and applications of computer graphics (CG) techniques. The journal encourages articles on: 1. Research and applications of interactive computer graphics. We are particularly interested in novel interaction techniques and applications of CG to problem domains. 2. State-of-the-art papers on late-breaking, cutting-edge research on CG. 3. Information on innovative uses of graphics principles and technologies. 4. Tutorial papers on both teaching CG principles and innovative uses of CG in education.
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