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David Wolinski

dblp:136/1099 · DBLP profile ↗
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6ranked-venue papers
3as first author
0since 2021 · last 2019
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-authorArtificial intelligence and machine learning · 1Systems, architecture and hardware · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
2 papers
Reinforcement learning · 45% Motion planning and robot control · 22% Autonomous driving · 22%
Computer graphics and multimedia
3 papers
Computer animation and physical simulation · 70% Visualization and visual analytics · 26% Visual content generation and editing · 4%

Topics — the 7 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Motion planning and robot control › robot control › learning control
control policy learning
0.412019
ADAPS: Autonomous Driving Via Principled Simulations · ICRA 2019
Machine learning › Reinforcement learning
simulation-based training
0.412019
ADAPS: Autonomous Driving Via Principled Simulations · ICRA 2019
Computer animation and physical simulation
traffic simulation
0.312017
City-scale traffic animation using statistical learning and metamodel-based optimization · ACM Trans. Graph. 2017
Computer animation and physical simulation
crowd simulation
0.212016
WarpDriver: context-aware probabilistic motion prediction for crowd simulation · ACM Trans. Graph. 2016
Computer animation and physical simulation › motion modeling
motion prediction
0.212016
WarpDriver: context-aware probabilistic motion prediction for crowd simulation · ACM Trans. Graph. 2016
Computer vision › 3D vision
novel view synthesis
0.212013
3D view synthesis with inter-view consistency · ACM Multimedia 2013
Visual content generation and editing
multi-view consistency
0.012013
3D view synthesis with inter-view consistency · ACM Multimedia 2013

Methods — techniques the papers use, named apart from their topics

simulation · 0.4imitation learning · 0.4DAgger · 0.4image-based rendering · 0.3extrapolation · 0.3statistical learning · 0.3metamodel-based optimization · 0.3warp operator · 0.2probabilistic motion prediction · 0.2collision probability field · 0.2
YearPublicationVenuePosition
2019 ADAPS: Autonomous Driving Via Principled Simulations
abstract
Autonomous driving has gained significant advancements in recent years. However, obtaining a robust control policy for driving remains challenging as it requires training data from a variety of scenarios, including rare situations (e.g., accidents), an effective policy architecture, and an efficient learning mechanism. We propose ADAPS for producing robust control policies for autonomous vehicles. ADAPS consists of two simulation platforms in generating and analyzing accidents to automatically produce labeled training data, and a memoryenabled hierarchical control policy. Additionally, ADAPS offers a more efficient online learning mechanism that reduces the number of iterations required in learning compared to existing methods such as DAGGER [1]. We present both theoretical and experimental results. The latter are produced in simulated environments, where qualitative and quantitative results are generated to demonstrate the benefits of ADAPS.
Weizi Li, David Wolinski, Ming C. Lin
ICRA2
2017 City-scale traffic animation using statistical learning and metamodel-based optimization
abstract
Rapid urbanization and increasing traffic have caused severe social, economic, and environmental problems in metropolitan areas worldwide. Traffic reconstruction and visualization using existing traffic data can provide novel tools for vehicle navigation and routing, congestion analysis, and traffic management. While traditional data collection methods are becoming increasingly common (e.g. using in-road sensors), GPS devices are also becoming ubiquitous. In this paper, we address the problem of traffic reconstruction, visualization, and animation using mobile vehicle data (i.e. GPS traces). We first conduct city-scale traffic reconstruction using statistical learning on mobile vehicle data for traffic animation and visualization, and then dynamically complete missing data using metamodel-based simulation optimization in areas of insufficient data coverage. We evaluate our approach quantitatively and qualitatively, and demonstrate our results with 2D visualization of citywide traffic, as well as 2D and 3D animation of reconstructed traffic in virtual environments.
Weizi Li, David Wolinski, Ming C. Lin
ACM Trans. Graph.2
2016 WarpDriver: context-aware probabilistic motion prediction for crowd simulation
abstract
Microscopic crowd simulators rely on models of local interaction (e.g. collision avoidance) to synthesize the individual motion of each virtual agent. The quality of the resulting motions heavily depends on this component, which has significantly improved in the past few years. Recent advances have been in particular due to the introduction of a short-horizon motion prediction strategy that enables anticipated motion adaptation during local interactions among agents. However, the simplicity of prediction techniques of existing models somewhat limits their domain of validity. In this paper, our key objective is to significantly improve the quality of simulations by expanding the applicable range of motion predictions. To this end, we present a novel local interaction algorithm with a new context-aware, probabilistic motion prediction model. By context-aware, we mean that this approach allows crowd simulators to account for many factors, such as the influence of environment layouts or in-progress interactions among agents, and has the ability to simultaneously maintain several possible alternate scenarios for future motions and to cope with uncertainties on sensing and other agent's motions. Technically, this model introduces "collision probability fields" between agents, efficiently computed through the cumulative application of Warp Operators on a source Intrinsic Field. We demonstrate how this model significantly improves the quality of simulated motions in challenging scenarios, such as dense crowds and complex environments.
David Wolinski, Ming C. Lin, Julien Pettré
ACM Trans. Graph.1
2015 Biologically-Inspired Visual Simulation of Insect Swarms
abstract
Abstract Representing the majority of living animals, insects are the most ubiquitous biological organisms on Earth. Being able to simulate insect swarms could enhance visual realism of various graphical applications. However, the very complex nature of insect behaviors makes its simulation a challenging computational problem. To address this, we present a general biologically‐inspired framework for visual simulation of insect swarms. Our approach is inspired by the observation that insects exhibit emergent behaviors at various scales in nature. At the low level, our framework automatically selects and configures the most suitable steering algorithm for the local collision avoidance task. At the intermediate level, it processes insect trajectories into piecewise‐linear segments and constructs probability distribution functions for sampling waypoints. These waypoints are then evaluated by the Metropolis‐Hastings algorithm to preserve global structures of insect swarms at the high level. With this biologically inspired, data‐driven approach, we are able to simulate insect behaviors at different scales and we evaluate our simulation using both qualitative and quantitative metrics. Furthermore, as insect data could be difficult to acquire, our framework can be adopted as a computer‐assisted animation tool to interpret sketch‐like input as user control and generate simulations of complex insect swarming phenomena.
Weizi Li, David Wolinski, Julien Pettré, Ming C. Lin
Comput. Graph. Forum2
2014 Parameter estimation and comparative evaluation of crowd simulations
abstract
Abstract We present a novel framework to evaluate multi‐agent crowd simulation algorithms based on real‐world observations of crowd movements. A key aspect of our approach is to enable fair comparisons by automatically estimating the parameters that enable the simulation algorithms to best fit the given data. We formulate parameter estimation as an optimization problem, and propose a general framework to solve the combinatorial optimization problem for all parameterized crowd simulation algorithms. Our framework supports a variety of metrics to compare reference data and simulation outputs. The reference data may correspond to recorded trajectories, macroscopic parameters, or artist‐driven sketches. We demonstrate the benefits of our framework for example‐based simulation, modeling of cultural variations, artist‐driven crowd animation, and relative comparison of some widely‐used multi‐agent simulation algorithms.
David Wolinski, Stephen J. Guy, Anne-Hélène Olivier, Ming C. Lin, Dinesh Manocha, Julien Pettré
Comput. Graph. Forum1
2013 3D view synthesis with inter-view consistency
abstract
In this paper, we propose a new pipeline to synthesize virtual views by extrapolation. It allows us to generate virtual views far away from each other, each presenting the exact same level of quality. This inter-view consistency is key to seamlessly navigate between viewpoints. Its computational cost is also lower than that of existing approaches. We compare the proposed approach with state-of-the-art methods and show the effectiveness of this new view synthesis pipeline.
David Wolinski, Olivier Le Meur, Josselin Gautier
ACM Multimedia1