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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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3.5. Gaze Behaviors to Enhance Character Realism<br />

Motion<br />

Capture<br />

Walking cycles<br />

Walking<br />

+ Trajectory<br />

Trajectories<br />

Interest Point<br />

Detection<br />

Crowd<br />

Engine<br />

Motion Editing<br />

Final<br />

Animations<br />

Figure 3.5: Overview of the offline architecture allowing the addition of gaze attention behaviors<br />

to virtual characters.<br />

3.5.1 Gaze Behaviors for Crowd Characters<br />

As mentioned, our first model to add gaze attention behaviors to crowd characters is an<br />

offline one. The overall outline of this architecture is depicted in Figure 3.5. We use the<br />

character trajectories from an existing crowd simulation, created using a crowd simulation<br />

engine developed in lab and described in [Maïm et al., <strong>20</strong>09]. The trajectories simply consist<br />

in the position and orientation of each character at each time step. We then combine these<br />

trajectories with motion captured walking cycles in order to reconstruct the character walking<br />

motions. We adapt these walking cycles in order to eliminate footskating effects due to the<br />

changes in speed of the moving characters. Using the character and object trajectories, we<br />

then automatically detect where each character should look and when by assigning a score to<br />

each other character and object in the scene. This score is determined by a scoring function<br />

composed of various subscores, each associated to a particular feature such as distance or<br />

orientation. Finally, we adapt the character motions in order for them to perform the gaze<br />

behaviors. We compute the displacement maps to be applied to each recruited joint in order<br />

to perform the gaze motion. We then smoothly propagate these displacements over time in<br />

order to obtain a natural movement. The complete character animations are then re-injected<br />

into the crowd simulation engine in order to obtain the final results. This architecture and all<br />

of its components are discussed in detail in Chapter 4.<br />

43

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