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

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2.3. Motion Editing<br />

Figure 2.10: Biomechanical system for natural head-neck movements [Lee and Terzopoulos,<br />

<strong>20</strong>06].<br />

plants [Kulpa et al., <strong>20</strong>05]. This method allows them to share a motion between several characters<br />

having different morphologies. They equally adapted a hierarchical Cyclic Coordinate<br />

Descent (CCD) algorithm taking advantage of this representation to deal with spacetime<br />

constraints for the characters. All these analytic methods are dedicated to the positioning of<br />

end-effectors. In this thesis, we are interested in controlling the final orientation of the eyes,<br />

head, and spinal joints over time instead.<br />

Somewhat between models of human vision and motion editing, Lee et al. proposed<br />

an eye movement model which they based on empirical models of saccades and statistical<br />

models of eye-tracking data [Lee et al., <strong>20</strong>02c]. Their approach consisted in using the spatiotemporal<br />

trajectories of saccadic eye movements to synthesize the kinematic characteristics<br />

of the eye. They first analyzed a sequence of eye-tracking images in order to extract the<br />

spatio-temporal trajectories of the eye. With this, they derived two statistical models of the<br />

saccades which occur, for talking mode and listening mode. Their model reflects saccade<br />

magnitude, direction, duration, velocity, and inter-saccadic intervals. Figure 2.9 illustrates<br />

their method with a couple of examples.<br />

Lee and Terzopoulos proposed a head-neck model based on biomechanics which emulates<br />

the anatomy of the human neck [Lee and Terzopoulos, <strong>20</strong>06]. They also presented a<br />

neuromuscular control model in order to animate the head and the neck. Their method allows<br />

the simulation of head pose and movement, but also the stiffness of the head-neck multibody<br />

system, as shown in Figure 2.10. Even though such a method gives stunning results, its<br />

computational times are prohibitive for crowd animation.<br />

Instead, we present an extremely fast analytic dedicated gaze IK solver to handle the<br />

orientation of both eyes, the head, and the spine. Given a pre-existing animation, our solver<br />

computes the displacement maps for characters to satisfy predefined gaze constraints. These<br />

displacements are smoothly propagated onto the original motion to ensure that the final results<br />

are continuous. Our method deals with dynamic constraints and manages both the<br />

spatial and temporal distribution of the displacements.<br />

33

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