Abstract
We present a novel technique for transcribing crowds in video scenes that allows extracting the positions of moving objects in video frames. The technique can be used as a more precise alternative to image processing methods, such as background-removal or automated pedestrian detection based on feature extraction and classification. By manually projecting pedestrian actors on a two-dimensional plane and translating screen coordinates to absolute real-world positions using the cross ratio, we provide highly accurate and complete results at the cost of increased processing time. We are able to completely avoid most errors found in other automated annotation techniques, resulting from sources such as noise, occlusion, shadows, view angle or the density of pedestrians. It is further possible to process scenes that are difficult or impossible to transcribe by automated image processing methods, such as low-contrast or low-light environments. We validate our model by comparing it to the results of both background-removal and feature extraction and classification in a variety of scenes.
Highlights
In computer animation, virtual reality and safety, models that simulate crowd behavior are increasingly used to provide a realistic representation of moving pedestrians and other types of crowds
We examined a potential distortion in (Fig. 2(d)), which had the highest potential for a remainingsh-eye e®ect due to its top–down perspective of the area
To show the superiority of the approach, we compared the manually transcribed localization data with those produced by several bg-removal algorithms and histograms of an oriented gradients (HOG) feature extraction/support vector machines (SVM) classication
Summary
Virtual reality and safety, models that simulate crowd behavior are increasingly used to provide a realistic representation of moving pedestrians and other types of crowds. Predictive scenarios for public building evacuations can lead to the design of safer and more. This is an Open Access article published by World Scientic Publishing Company. Video games and movies sell better if crowds appear to be dynamic, realistic and immersive. Higher realism in crowd simulations translates to more trust and adaption in the industry
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