Kexiang Huang
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Kexiang Huang has a total of 19 co-authors. Here are the top co-authors by number of shared publications:
- Nuria Pelechano
Universitat Politecnica de Catalunya, Barcelona, Spain
4 shared publications - Gangyi Ding
School of Computer Science and Technology, Beijing Institute of Technology, Beijing 100081, China
3 shared publications - Oscar Argudo
Universitat Politecnica de Catalunya, Barcelona, Spain
3 shared publications - Dapeng Yan
School of Computer Science, Beijing Institute of Technology, Beijing, China
2 shared publications - Gangyi Ding
School of Computer Science, Beijing Institute of Technology, Beijing, China
2 shared publications - Jose Luis Ponton
Universitat Politecnica de Catalunya, Barcelona, Spain
2 shared publications
Latest Publications
- Open Access
- 25 August 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-10
Understanding Collision Avoidance Cues in Virtual Humans
- 25 August 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-10
Open AccessUnderstanding Collision Avoidance Cues in Virtual Humans
- 30 March 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (5) , 3583-3593
Monkey See, Monkey Break? Study of Rule-Breaking Imitation in Virtual Crowds
Rule-breaking behaviors, such as jaywalking or skipping queues, are common in crowds but difficult to study in real-world settings due to limited control and observability. Virtual reality (VR) provides a controlled alternative, but its validity depends on whether VRelicits realistic rule-breaking behavior. We conducted a VR study with 65 participants navigating a virtual city with four scenarios differing in social norms: walking on grass, crossing outside a crosswalk, jaywalking at a red light, and skipping a line. In each scenario, the proportion of rule-breaking virtual characters was manipulated (0%, 25%, 50%). Participants' movements and gaze were recorded to assess behavior and attention. Results showed higher rule-breaking as the number of violators increased, except in the low-stakes crossing scenario. Rule-breakers attended more to violating characters, whereas rule-followers focused on compliant ones. Participants cited efficiency, safety, and social norms as key factors guiding their decisions. Overall, VR reproduced natural patterns of social compliance and noncompliance, supporting its use for studying rule-breaking and applications in crowd simulation, urban design, safety training, and immersive media.
- 30 March 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (5) , 3583-3593
Monkey See, Monkey Break? Study of Rule-Breaking Imitation in Virtual Crowds
Rule-breaking behaviors, such as jaywalking or skipping queues, are common in crowds but difficult to study in real-world settings due to limited control and observability. Virtual reality (VR) provides a controlled alternative, but its validity depends on whether VRelicits realistic rule-breaking behavior. We conducted a VR study with 65 participants navigating a virtual city with four scenarios differing in social norms: walking on grass, crossing outside a crosswalk, jaywalking at a red light, and skipping a line. In each scenario, the proportion of rule-breaking virtual characters was manipulated (0%, 25%, 50%). Participants' movements and gaze were recorded to assess behavior and attention. Results showed higher rule-breaking as the number of violators increased, except in the low-stakes crossing scenario. Rule-breakers attended more to violating characters, whereas rule-followers focused on compliant ones. Participants cited efficiency, safety, and social norms as key factors guiding their decisions. Overall, VR reproduced natural patterns of social compliance and noncompliance, supporting its use for studying rule-breaking and applications in crowd simulation, urban design, safety training, and immersive media.
- Open Access
- 5 March 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in TechRxiv
Multi-Perception Crowd: Learning to combine entity and implicit perception for diverse crowd simulation
We present a reinforcement learning framework for crowd simulation that balances collision avoidance with navigation preferences guided by soft environmental constraints. Our approach integrates two complementary perception components: entity perception, which handles hard constraints imposed by physical obstacles, and implicit environmental perception, encoded as suitability maps that guide movement preferences due to soft constraints. To ensure robust generalization across complex scenes, we employ a modular, two-phase training strategy utilizing curriculum-based environmental templates. The proposed framework functions as an intuitive crowd authoring tool: artists can influence crowd behavior in real time by interactively editing suitability maps or dynamically adjusting perception weights, either globally or per-agent. This enables adaptive navigation behaviors, such as dynamic trajectory prioritization based on the environment, to emerge from local interactions. We validate our approach using both quantitative metrics and qualitative analysis, including a user study confirming that the resulting behaviors align with pedestrian traffic patterns observed in realworld settings. We further present an example of emergent social behavior through the formation and gradual evolution of desire paths. This work contributes to the field of crowd simulation by offering a robust, learning-based framework that supports heterogeneous navigation modeling and intuitive authoring for interactive applications.
- 5 March 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in TechRxiv
Open AccessMulti-Perception Crowd: Learning to combine entity and implicit perception for diverse crowd simulation
We present a reinforcement learning framework for crowd simulation that balances collision avoidance with navigation preferences guided by soft environmental constraints. Our approach integrates two complementary perception components: entity perception, which handles hard constraints imposed by physical obstacles, and implicit environmental perception, encoded as suitability maps that guide movement preferences due to soft constraints. To ensure robust generalization across complex scenes, we employ a modular, two-phase training strategy utilizing curriculum-based environmental templates. The proposed framework functions as an intuitive crowd authoring tool: artists can influence crowd behavior in real time by interactively editing suitability maps or dynamically adjusting perception weights, either globally or per-agent. This enables adaptive navigation behaviors, such as dynamic trajectory prioritization based on the environment, to emerge from local interactions. We validate our approach using both quantitative metrics and qualitative analysis, including a user study confirming that the resulting behaviors align with pedestrian traffic patterns observed in realworld settings. We further present an example of emergent social behavior through the formation and gradual evolution of desire paths. This work contributes to the field of crowd simulation by offering a robust, learning-based framework that supports heterogeneous navigation modeling and intuitive authoring for interactive applications.
- 1 January 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (9) , 1-15
Multi-Perception Crowd: Learning to combine entity and implicit perception for diverse crowd simulation
We present a reinforcement learning framework for crowd simulation that balances collision avoidance with navigation preferences guided by soft environmental constraints. Our approach integrates two complementary perception components: entity perception, which handles hard constraints imposed by physical obstacles, and implicit environmental perception, encoded as suitability maps that guide movement preferences due to soft constraints. To ensure robust generalization across complex scenes, we employ a modular, two-phase training strategy utilizing curriculum-based environmental templates. The proposed framework functions as an intuitive crowd authoring tool: artists can influence crowd behavior in real time by interactively editing suitability maps or dynamically adjusting perception weights, either globally or per-agent. This enables adaptive navigation behaviors, such as dynamic trajectory prioritization based on the environment, to emerge from local interactions. We validate our approach using both quantitative metrics and qualitative analysis, including a user study confirming that the resulting behaviors align with pedestrian traffic patterns observed in real-world settings. We further present an example of emergent social behavior through the formation and gradual evolution of desire paths. This work contributes to the field of crowd simulation by offering a robust, learning-based framework that supports heterogeneous navigation modeling and intuitive authoring for interactive applications.
- 1 January 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (9) , 1-15
Multi-Perception Crowd: Learning to combine entity and implicit perception for diverse crowd simulation
We present a reinforcement learning framework for crowd simulation that balances collision avoidance with navigation preferences guided by soft environmental constraints. Our approach integrates two complementary perception components: entity perception, which handles hard constraints imposed by physical obstacles, and implicit environmental perception, encoded as suitability maps that guide movement preferences due to soft constraints. To ensure robust generalization across complex scenes, we employ a modular, two-phase training strategy utilizing curriculum-based environmental templates. The proposed framework functions as an intuitive crowd authoring tool: artists can influence crowd behavior in real time by interactively editing suitability maps or dynamically adjusting perception weights, either globally or per-agent. This enables adaptive navigation behaviors, such as dynamic trajectory prioritization based on the environment, to emerge from local interactions. We validate our approach using both quantitative metrics and qualitative analysis, including a user study confirming that the resulting behaviors align with pedestrian traffic patterns observed in real-world settings. We further present an example of emergent social behavior through the formation and gradual evolution of desire paths. This work contributes to the field of crowd simulation by offering a robust, learning-based framework that supports heterogeneous navigation modeling and intuitive authoring for interactive applications.
- 24 August 2024
- Published by Elsevier in Computers & Graphics
- Vol. 124
Choreographing multi-degree of freedom behaviors in large-scale crowd simulations
- 24 August 2024
- Published by Elsevier in Computers & Graphics
- Vol. 124
Choreographing multi-degree of freedom behaviors in large-scale crowd simulations
- Open Access
- 29 February 2024
- Published by MDPI AG in Electronics
- Vol. 13 (5) , 934
Enhanced Crowd Dynamics Simulation with Deep Learning and Improved Social Force Model
The traditional social force model (SFM) in crowd simulation experiences difficulty coping with the complexity of the crowd, limited by singular physical formulas and parameters. Recent attempts to combine deep learning with these models focus more on simulating specific states of crowds. This paper introduces an advanced deep social force model, influenced by crowd states. It utilizes deep neural networks to accurately fit crowd trajectory features, enhancing behavior simulation capabilities. Geometrical constraints within the model provide control over varied crowd behaviors, adjustable to simulate different crowd types. Before training, we use the SFM to refine behaviors in real trajectories with excessively small distances, aiming to enhance the general applicability of the model. Comparative experiments affirm the effectiveness of the model, showing comparable performance to both classic physical models and modern learning-based hybrid models in pedestrian simulations, with reduced collisions. In addition, the model has a certain ability to simulate crowds with high density and diverse behaviors.
- 29 February 2024
- Published by MDPI AG in Electronics
- Vol. 13 (5) , 934
Open AccessEnhanced Crowd Dynamics Simulation with Deep Learning and Improved Social Force Model
The traditional social force model (SFM) in crowd simulation experiences difficulty coping with the complexity of the crowd, limited by singular physical formulas and parameters. Recent attempts to combine deep learning with these models focus more on simulating specific states of crowds. This paper introduces an advanced deep social force model, influenced by crowd states. It utilizes deep neural networks to accurately fit crowd trajectory features, enhancing behavior simulation capabilities. Geometrical constraints within the model provide control over varied crowd behaviors, adjustable to simulate different crowd types. Before training, we use the SFM to refine behaviors in real trajectories with excessively small distances, aiming to enhance the general applicability of the model. Comparative experiments affirm the effectiveness of the model, showing comparable performance to both classic physical models and modern learning-based hybrid models in pedestrian simulations, with reduced collisions. In addition, the model has a certain ability to simulate crowds with high density and diverse behaviors.
- Open Access
- 26 December 2023
- Published by Wiley in Advanced Intelligent Systems
- Vol. 6 (3)
Stylized Crowd Formation Transformation Through Spatiotemporal Adversarial Learning
Achieving crowd formation transformations has wide‐ranging applications in fields such as unmanned aerial vehicle formation control, crowd simulation, and large‐scale performances. However, planning trajectories for hundreds of agents is a challenging and tedious task. When modifying crowd formation change schemes, adjustments are typically required based on the style of formation change. Existing methods often involve manual adjustments at each crucial step, leading to a substantial amount of physical labor. Motivated by these challenges, this study introduces a novel generative adversarial network (GAN) for generating crowd formation transformations. The proposed GAN learns specific styles from a series of crowd formation transformation trajectories and can transform a new crowd with an arbitrary number of individuals into the same styles with minimal manual intervention. The model incorporates a space–time transformer module to aggregate spatiotemporal information for learning distinct styles of formation transformation. Furthermore, this article investigates the relationship between the distribution of training data and the length of trajectory sequences, providing insights into the preprocessing of training data.
- 26 December 2023
- Published by Wiley in Advanced Intelligent Systems
- Vol. 6 (3)
Open AccessStylized Crowd Formation Transformation Through Spatiotemporal Adversarial Learning
Achieving crowd formation transformations has wide‐ranging applications in fields such as unmanned aerial vehicle formation control, crowd simulation, and large‐scale performances. However, planning trajectories for hundreds of agents is a challenging and tedious task. When modifying crowd formation change schemes, adjustments are typically required based on the style of formation change. Existing methods often involve manual adjustments at each crucial step, leading to a substantial amount of physical labor. Motivated by these challenges, this study introduces a novel generative adversarial network (GAN) for generating crowd formation transformations. The proposed GAN learns specific styles from a series of crowd formation transformation trajectories and can transform a new crowd with an arbitrary number of individuals into the same styles with minimal manual intervention. The model incorporates a space–time transformer module to aggregate spatiotemporal information for learning distinct styles of formation transformation. Furthermore, this article investigates the relationship between the distribution of training data and the length of trajectory sequences, providing insights into the preprocessing of training data.