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Texte intégral / Full text (pdf, 20 MiB) - Infoscience - EPFL

Texte intégral / Full text (pdf, 20 MiB) - Infoscience - EPFL

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2.3. Motion Editing<br />

Peters and O’Sullivan equally proposed a model based on the saliency maps previously<br />

discussed [Peters and O’Sullivan, <strong>20</strong>03]. They actually combined it with the stage theory<br />

model of memory presented in [Peters and O’Sullivan, <strong>20</strong>02].<br />

Courty et al. also proposed a model based on saliency maps [Courty et al., <strong>20</strong>03]. They<br />

modeled the human perception process by using a saliency map based on geometric and<br />

depth information. In order to do this, they combined a spatial frequencies feature map with<br />

a depth feature map. They then applied this to a virtual character in order for it to perceive<br />

its environment in a biologically plausible way.<br />

On a different note, Peters and Itti conducted an experiment in which they tracked subjects’<br />

gazes while they played computer games [Peters and Itti, <strong>20</strong>06]. They tested various<br />

heuristics to predict where the users would direct their attention. They compared outlierbased<br />

heuristics and local heuristics. Their results showed that heuristics which detect outliers<br />

from the global distribution of visual features were better predictors than the local ones.<br />

They concluded that bottom-up image analysis could predict an important part of human<br />

gaze targets in the case of video games.<br />

Yu and Terzopoulos proposed a decision network framework to simulate how people<br />

make decisions on what to attend to and on how to react [Yu and Terzopoulos, <strong>20</strong>07]. Their<br />

virtual characters are endowed with an intention generator, based on internal attributes and<br />

memory. They receive perceptual data by querying the environment. This data comes under<br />

the form of position, speed and orientation. They then decide on what to attend to depending<br />

on their current intention and on possible abrupt visual onsets. Finally, they endow their<br />

virtual characters with a memory system which allows them to remain consistent in their<br />

behaviors and adapt to changes in the environment. This approach equally aims at animating<br />

single characters or small groups of characters, but not large amounts of them, such as would<br />

be seen in virtual crowds.<br />

The approach we propose for character attention behavior synthesis resides on the automatic<br />

detection of interest points based on bottom-up visual attention. Our method uses<br />

character trajectories from pre-existing crowd animations to automatically determine the interest<br />

points in a dynamic environment. Since it relies on trajectories only, it is generic, and<br />

can be used with any kind of crowd animation engine. Moreover, it allows the generation of<br />

attention behaviors for large crowds of characters. In a second step, we propose an alleviated<br />

version of our method, directly integrated in a crowd engine. In this method, we determine<br />

the interest points from user position, user’s interest position, and character positions. It also<br />

allows the generation of attention behaviors for large crowds of characters in real-time.<br />

2.3 Motion Editing<br />

Motion editing, i.e. the modification of character movements, is also a vast domain which has<br />

been worked on in profusion. A large category of methods relies on the skillful manipulation<br />

of motion clips from a motion capture database by blending [Kovar and Gleicher, <strong>20</strong>03]orby<br />

defining motion graphs [Kovaretal., <strong>20</strong>02a; Arikan and Forsyth, <strong>20</strong>02; Lee et al., <strong>20</strong>02a].<br />

Due to the many possible configurations in attention behaviors, this would require a very<br />

dense database in our case.<br />

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