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Dive into the research topics where Mubbasir Kapadia is active.

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Featured researches published by Mubbasir Kapadia.


interactive 3d graphics and games | 2009

Egocentric affordance fields in pedestrian steering

Mubbasir Kapadia; Shawn Singh; William Hewlett; Petros Faloutsos

In this paper we propose a general framework for local path-planning and steering that can be easily extended to perform high-level behaviors. Our framework is based on the concept of affordances - the possible ways an agent can interact with its environment. Each agent perceives the environment through a set of vector and scalar fields that are represented in the agents local space. This egocentric property allows us to efficiently compute a local space-time plan. We then use these perception fields to compute a fitness measure for every possible action, known as an affordance field. The action that has the optimal value in the affordance field is the agents steering decision. Using our framework, we demonstrate autonomous virtual pedestrians that perform steering and path planning in unknown environments along with the emergence of high-level responses to never seen before situations.


interactive 3d graphics and games | 2013

Efficient motion retrieval in large motion databases

Mubbasir Kapadia; I-kao Chiang; Tiju Thomas; Norman I. Badler; Joseph T. Kider

There has been a recent paradigm shift in the computer animation industry with an increasing use of pre-recorded motion for animating virtual characters. A fundamental requirement to using motion capture data is an efficient method for indexing and retrieving motions. In this paper, we propose a flexible, efficient method for searching arbitrarily complex motions in large motion databases. Motions are encoded using keys which represent a wide array of structural, geometric and, dynamic features of human motion. Keys provide a representative search space for indexing motions and users can specify sequences of key values as well as multiple combination of key sequences to search for complex motions. We use a trie-based data structure to provide an efficient mapping from key sequences to motions. The search times (even on a single CPU) are very fast, opening the possibility of using large motion data sets in real-time applications.


IEEE Computer Graphics and Applications | 2011

A Behavior-Authoring Framework for Multiactor Simulations

Mubbasir Kapadia; Shawn Singh; Glenn Reinman; Petros Faloutsos

Interest has been growing in the behavioral animation of autonomous actors in virtual worlds. However, authoring complicated interactions between multiple actors in a way that balances control flexibility and automation remains a considerable challenge. A proposed behavior-authoring framework gives users complete control over the domain of the system: the state space, action space, and cost of executing actions. To specialize actors, the framework uses effect and cost modifiers, which modify existing action definitions, and constraints, which prune action choices in a state-dependent manner. The framework groups actors with common or conflicting goals to form a composite domain, and a multiagent planner generates complicated interactions between multiple actors. The Web extra is a video that shows how multiactor simulations should aim to strike a happy medium between the automation of generation and the flexibility of specification.


symposium on computer animation | 2011

Scenario space: characterizing coverage, quality, and failure of steering algorithms

Mubbasir Kapadia; Matthew Wang; Shawn Singh; Glenn Reinman; Petros Faloutsos

Navigation and steering in complex dynamically changing environments is a challenging research problem, and a fundamental aspect of immersive virtual worlds. While there exist a wide variety of approaches for navigation and steering, there is no definitive solution for evaluating and analyzing steering algorithms. Evaluating a steering algorithm involves two major challenges: (a) characterizing and generating the space of possible scenarios that the algorithm must solve, and (b) defining evaluation criteria (metrics) and applying them to the solution. In this paper, we address both of these challenges. First, we characterize and analyze the complete space of steering scenarios that an agent may encounter in dynamic situations. Then, we propose the representative scenario space and a sampling method that can generate subsets of the representative space with good statistical properties. We also propose a new set of metrics and a statistically robust approach to determining the coverage and the quality of a steering algorithm in this space. We demonstrate the effectiveness of our approach on three state of the art techniques. Our results show that these methods can only solve 60% of the scenarios in the representative scenario space.


interactive 3d graphics and games | 2013

ADAPT: the agent development and prototyping testbed

Alexander Shoulson; Nathan Marshak; Mubbasir Kapadia; Norman I. Badler

We present ADAPT, a flexible platform for designing and authoring functional, purposeful human characters in a rich virtual environment. Our framework incorporates character animation, navigation, and behavior with modular interchangeable components to produce narrative scenes. The animation system provides locomotion, reaching, gaze tracking, gesturing, sitting, and reactions to external physical forces, and can easily be extended with more functionality due to a decoupled, modular structure. The navigation component allows characters to maneuver through a complex environment with predictive steering for dynamic obstacle avoidance. Finally, our behavior framework allows a user to fully leverage a characters animation and navigation capabilities when authoring both individual decision-making and complex interactions between actors using a centralized, event-driven model.


Computer Animation and Virtual Worlds | 2010

Situation agents: agent-based externalized steering logic

Matthew Schuerman; Shawn Singh; Mubbasir Kapadia; Petros Faloutsos

Realistic character animation requires elaborate rigging built on top of high quality 3D models. Sophisticated anatomically based rigs are often the choice of visual effect studios where life-like animation of CG characters is the primary objective. However, rigging a character with a muscular-skeletal system is very involving and time-consuming process, even for professionals. Although, there have been recent research efforts to automate either all or some parts of the rigging process, the complexity of anatomically based rigging nonetheless opens up new research challenges. We propose a new method to automate anatomically based rigging that transfers an existing rig of one character to another. The method is based on a data interpolation in the surface and volume domain, where various rigging elements can be transferred between different models. As it only requires a small number of corresponding input feature points, users can produce highly detailed rigs for a variety of desired character with ease. Copyright


motion in games | 2009

An Open Framework for Developing, Evaluating, and Sharing Steering Algorithms

Shawn Singh; Mubbasir Kapadia; Petros Faloutsos; Glenn Reinman

There are very few software frameworks for steering behaviors that are publicly available for developing, evaluating, and sharing steering algorithms. Furthermore, there is no widely accepted methodology for how to evaluate results of agent steering simulations. This situation makes it difficult to identify the real underlying challenges in agent simulations and future research directions to advance the state of the art. With the hope of encouraging community participation to address these issues, we have released SteerSuite , a flexible but easy-to-use set of tools, libraries, and test cases for steering behaviors. The software includes enhanced test cases, an improved version of SteerBench, a modular simulation engine, a novel steering algorithm, and more. Care has been taken to make SteerSuite practical and easy-to-use, yet flexible and forward-looking, to challenge researchers and developers to advance the state of the art in steering.


Journal of the Royal Society Interface | 2016

Crowd behaviour during high-stress evacuations in an immersive virtual environment

Mehdi Moussaïd; Mubbasir Kapadia; Tyler Thrash; Robert W. Sumner; Markus H. Gross; Dirk Helbing; Christoph Hölscher

Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects.


symposium on computer animation | 2013

Multi-domain real-time planning in dynamic environments

Mubbasir Kapadia; Alejandro Beacco; Francisco M. Garcia; Vivek Reddy; Nuria Pelechano; Norman I. Badler

This paper presents a real-time planning framework for multi-character navigation that enables the use of multiple heterogeneous problem domains of differing complexities for navigation in large, complex, dynamic virtual environments. The original navigation problem is decomposed into a set of smaller problems that are distributed across planning tasks working in these different domains. An anytime dynamic planner is used to efficiently compute and repair plans for each of these tasks, while using plans in one domain to focus and accelerate searches in more complex domains. We demonstrate the benefits of our framework by solving many challenging multi-agent scenarios in complex dynamic environments requiring space-time precision and explicit coordination between interacting agents, by accounting for dynamic information at all stages of the decision-making process.


IEEE Transactions on Visualization and Computer Graphics | 2014

ADAPT: The Agent Developmentand Prototyping Testbed

Alexander Shoulson; Nathan Marshak; Mubbasir Kapadia; Norman I. Badler

We present ADAPT, a flexible platform for designing and authoring functional, purposeful human characters in a rich virtual environment. Our framework incorporates character animation, navigation, and behavior with modular interchangeable components to produce narrative scenes. The animation system provides locomotion, reaching, gaze tracking, gesturing, sitting, and reactions to external physical forces, and can easily be extended with more functionality due to a decoupled, modular structure. The navigation component allows characters to maneuver through a complex environment with predictive steering for dynamic obstacle avoidance. Finally, our behavior framework allows a user to fully leverage a characters animation and navigation capabilities when authoring both individual decision-making and complex interactions between actors using a centralized, event-driven model.

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Norman I. Badler

University of Pennsylvania

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Glen Berseth

University of British Columbia

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Shawn Singh

University of California

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Glenn Reinman

University of California

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