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Jan Ondrej

dblp:31/8293 · DBLP profile ↗
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12ranked-venue papers
3as first author
1since 2021 · last 2024
0000-0002-5409-1521ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 10 · 2 first-author · 1 since 2021Artificial intelligence and machine learning · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 3 · 1 first-authorSystems, 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.

Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 48% Visualization and visual analytics · 37% Rendering · 11%
Artificial intelligence
2 papers
Multi-agent systems · 32% Motion planning and robot control · 32% Probabilistic and Bayesian machine learning · 26%

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

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
crowd simulation
0.422017
Trending Paths: A New Semantic-Level Metric for Comparing Simulated and Real Crowd Data · IEEE Trans. Vis. Comput. Graph. 2017
Imperceptible relaxation of collision avoidance constraints in virtual crowds · ACM Trans. Graph. 2011
Visualization and visual analytics
visual analytics
0.312017
Trending Paths: A New Semantic-Level Metric for Comparing Simulated and Real Crowd Data · IEEE Trans. Vis. Comput. Graph. 2017
Computer animation and physical simulation › motion planning
collision avoidance
0.112011
Imperceptible relaxation of collision avoidance constraints in virtual crowds · ACM Trans. Graph. 2011
Rendering
level of detail
0.112011
Imperceptible relaxation of collision avoidance constraints in virtual crowds · ACM Trans. Graph. 2011
Visualization and visual analytics › visualization evaluation
perceptual evaluation
0.112011
Imperceptible relaxation of collision avoidance constraints in virtual crowds · ACM Trans. Graph. 2011
Robotics › Motion planning and robot control
collision avoidance
0.112010
A synthetic-vision based steering approach for crowd simulation · ACM Trans. Graph. 2010
Knowledge, reasoning and agents › Multi-agent systems › agent-based simulation
crowd simulation
0.112010
A synthetic-vision based steering approach for crowd simulation · ACM Trans. Graph. 2010
Machine learning › Probabilistic and Bayesian machine learning › statistical inference › bayesian inference
bayesian nonparametric model
0.112017
Trending Paths: A New Semantic-Level Metric for Comparing Simulated and Real Crowd Data · IEEE Trans. Vis. Comput. Graph. 2017
Virtual and augmented reality › virtual humans
virtual human crowd
0.012011
Imperceptible relaxation of collision avoidance constraints in virtual crowds · ACM Trans. Graph. 2011
Robotics › Robot navigation and mapping
visual navigation
0.012010
A synthetic-vision based steering approach for crowd simulation · ACM Trans. Graph. 2010

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

variational inference · 0.6unsupervised clustering · 0.6hierarchical dirichlet process · 0.6perceptual study · 0.1level-of-details selection · 0.1synthetic vision · 0.1optic flow · 0.1
YearPublicationVenuePosition
2024 Exploring the impact of volumetric graphics on the engagement of broadcast media professionals
Gareth W. Young, Grace Dinan, Aljoscha Smolic, Jan Ondrej, Rafael Pagés
Multim. Syst.4
2018 Jonathan Swift: Augmented Reality Application for Trinity Library's Long Room
Néill O'Dwyer, Jan Ondrej, Rafael Pagés, Konstantinos Amplianitis, Aljoscha Smolic
ICIDS2
2018 Affordable content creation for free-viewpoint video and VR/AR applications
Rafael Pagés, Konstantinos Amplianitis, David S. Monaghan, Jan Ondrej, Aljoscha Smolic
J. Vis. Commun. Image Represent.4
2017 Trending Paths: A New Semantic-Level Metric for Comparing Simulated and Real Crowd Data
abstract
We propose a new semantic-level crowd evaluation metric in this paper. Crowd simulation has been an active and important area for several decades. However, only recently has there been an increased focus on evaluating the fidelity of the results with respect to real-world situations. The focus to date has been on analyzing the properties of low-level features such as pedestrian trajectories, or global features such as crowd densities. We propose the first approach based on finding semantic information represented by latent Path Patterns in both real and simulated data in order to analyze and compare them. Unsupervised clustering by non-parametric Bayesian inference is used to learn the patterns, which themselves provide a rich visualization of the crowd behavior. To this end, we present a new Stochastic Variational Dual Hierarchical Dirichlet Process ( SV-DHDP) model. The fidelity of the patterns is computed with respect to a reference, thus allowing the outputs of different algorithms to be compared with each other and/or with real data accordingly. Detailed evaluations and comparisons with existing metrics show that our method is a good alternative for comparing crowd data at a different level and also works with more types of data, holds fewer assumptions and is more robust to noise.
He Wang 0002, Jan Ondrej, Carol O'Sullivan
IEEE Trans. Vis. Comput. Graph.2
2016 FrankenFolk: distinctiveness and attractiveness of voice and motion
abstract
No abstract available.
Jan Ondrej, Cathy Ennis, Niamh A. Merriman, Carol O'Sullivan
SAP1
2016 HI Robot: Human intention-aware robot planning for safe and efficient navigation in crowds
abstract
We present an algorithmic framework for the early classification of human intentions, and use it to accurately predict future human motions when planning the path of a robot in an environment that is shared with humans. During an off-line learning phase, a classifier that can recognize when a human intends to interact with the robot is trained. At runtime, this trained classifier allows us to recognize humans who intend to interact with, or obstruct, the robot in some way. We validate our approach using both recorded and simulated data in an environment in which some humans intentionally obstruct the robot. Our classifier identifies these potential blockers, thus allowing the robot to safely and efficiently navigate the environment by minimizing the chances of being blocked.
Chonhyon Park, Jan Ondrej, Max Gilbert, Kyle Freeman, Carol O'Sullivan
IROS2
2016 Path patterns: analyzing and comparing real and simulated crowds
abstract
Crowd simulation has been an active and important area of research in the field of interactive 3D graphics for several decades. However, only recently has there been an increased focus on evaluating the fidelity of the results with respect to real-world situations. The focus to date has been on analyzing the properties of low-level features such as pedestrian trajectories, or global features such as crowd densities. We propose a new approach based on finding latent Path Patterns in both real and simulated data in order to analyze and compare them. Unsupervised clustering by non-parametric Bayesian inference is used to learn the patterns, which themselves provide a rich visualization of the crowd's behaviour. To this end, we present a new Stochastic Variational Dual Hierarchical Dirichlet Process (SV-DHDP) model. The fidelity of the patterns is then computed with respect to a reference, thus allowing the outputs of different algorithms to be compared with each other and/or with real data accordingly.
He Wang 0002, Jan Ondrej, Carol O'Sullivan
I3D2
2016 FrankenFolk: Distinctiveness and Attractiveness of Voice and Motion
abstract
It is common practice in movies and games to use different actors for the voice and body/face motion of a virtual character. What effect does the combination of these different modalities have on the perception of the viewer? In this article, we conduct a series of experiments to evaluate the distinctiveness and attractiveness of human motions (face and body) and voices. We also create combination characters called FrankenFolks, where we mix and match the voice, body motion, face motion, and avatar of different actors and ask which modality is most dominant when determining distinctiveness and attractiveness or whether the effects are cumulative.
Jan Ondrej, Cathy Ennis, Niamh A. Merriman, Carol O'Sullivan
ACM Trans. Appl. Percept.1
2015 DAVIS: density-adaptive synthetic-vision based steering for virtual crowds
abstract
We present a novel algorithm to model density-dependent behaviours in crowd simulation. Previous work has shown that density is a key factor in governing how pedestrians adapt their behaviour. This paper specifically examines, through analysis of real pedestrian data, how density affects how agents control their rate of change of bearing angle with respect to one another. We extend upon existing synthetic vision based approaches to local collision avoidance and generate pedestrian trajectories that more faithfully represent how real people avoid each other. Our approach is capable of producing realistic human behaviours, particularly in dense, complex scenarios where the amount of time for agents to make decisions is limited.
Rowan T. Hughes, Jan Ondrej, John Dingliana
MIG2
2011 Online inserting virtual characters into dynamic video scenes
abstract
ABSTRACT The seamless integration of virtual characters into dynamic scenes captured by video is a challenging problem. In order to achieve consistent composite results, both the virtual and real characters must share the same geometrical constraints and their interactions must follow some common sense. One essential question is how to detect the motion of real objects—such as real characters moving in the video—and how to steer virtual characters accordingly to avoid unrealistic collisions. We propose an online solution. First, by analysis of the input video, the motion states of the real pedestrians are recovered into a common world 3D coordinate system. Meanwhile, a simplified accuracy measurement is defined to represent the confidence of the motion estimate. Then, under the constraints imposed by the real dynamic objects, the motion of virtual characters are accommodated by a uniform steering model. The final step is to merge virtual objects back to the real video scene by taking into account visibility and occlusion constraints between real foreground objects and virtual ones. Several examples demonstrate the efficiency of the proposed algorithm. Copyright © 2011 John Wiley & Sons, Ltd.
Yijiang Zhang, Julien Pettré, Jan Ondrej, Xueying Qin, Qunsheng Peng 0001, Stéphane Donikian
Comput. Animat. Virtual Worlds3
2011 Imperceptible relaxation of collision avoidance constraints in virtual crowds
abstract
The performance of an interactive virtual crowd system for entertainment purposes can be greatly improved by setting a level-of-details (LOD) strategy: in distant areas, collision avoidance can even be stealthy disabled to drastically speed-up simulation and to handle huge crowds. The greatest difficulty is then to select LODs to progressively simplify simulation in an imperceptible but efficient manner. The main objective of this work is to experimentally evaluate spectators' ability to detect the presence of collisions in simulations. Factors related to the conditions of observation and simulation are studied, such as the camera angles, distance to camera, level of interpenetration or crowd density. Our main contribution is to provide a LOD selection function resulting from two perceptual studies allowing crowd system designers to scale a simulation by relaxing the collision avoidance constraint in a least perceptible manner. The relaxation of this constraint is an important source for computational resources savings. Our results reveal several misconceptions in previously used LOD selection functions and suggest yet unexplored variables to be considered. We demonstrate our function efficiency over several evaluation scenarios.
Richard Kulpa, Anne-Hélène Olivier, Jan Ondrej, Julien Pettré
ACM Trans. Graph.3
2010 A synthetic-vision based steering approach for crowd simulation
abstract
In the everyday exercise of controlling their locomotion, humans rely on their optic flow of the perceived environment to achieve collision-free navigation. In crowds, in spite of the complexity of the environment made of numerous obstacles, humans demonstrate remarkable capacities in avoiding collisions. Cognitive science work on human locomotion states that relatively succinct information is extracted from the optic flow to achieve safe locomotion. In this paper, we explore a novel vision-based approach of collision avoidance between walkers that fits the requirements of interactive crowd simulation. By simulating humans based on cognitive science results, we detect future collisions as well as the level of danger from visual stimuli. The motor-response is twofold: a reorientation strategy prevents future collision, whereas a deceleration strategy prevents imminent collisions. Several examples of our simulation results show that the emergence of self-organized patterns of walkers is reinforced using our approach. The emergent phenomena are visually appealing. More importantly, they improve the overall efficiency of the walkers' traffic and avoid improbable locking situations.
Jan Ondrej, Julien Pettré, Anne-Hélène Olivier, Stéphane Donikian
ACM Trans. Graph.1