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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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CHAPTER 4<br />

Simulating Visual Attention for<br />

Crowds<br />

The experiments we have conducted in the con<strong>text</strong> of social phobia, that will be discussed<br />

in detail in Chapter 6, have underlined the crucial importance of eye contact in human communication.<br />

In order to obtain believable and natural looking crowd characters, we thus<br />

decided to endow them with attention behaviors. We developed an architecture applicable<br />

to both social phobia and agoraphobia with crowds, in the sense that it can be applied to a<br />

single or small number of characters but also to a large crowd of characters. This architecture<br />

allows for characters to behave naturally in terms of gaze behaviors and to perform looking<br />

motions in a smooth and natural way.<br />

When we walk in town, we pay attention to our surroundings by looking in different<br />

directions. We look at other people, objects, or even at nothing in particular. As mentioned,<br />

we believe that an important aspect which can greatly enhance crowd animation realism is<br />

for the characters to be aware of their environment and of other characters. This has partly<br />

been achieved with navigation and path planning algorithms. Our aim, however, is to obtain<br />

more advanced behaviors than those which navigation alone can provide. This raises the<br />

common problem of mandatory trade-off between rich, realistic behaviors and computational<br />

costs. Individual character animation may provide realistic results but is computationally<br />

expensive. Conversely, global crowd behavior design is much faster but results in a loss of<br />

character individuality. To add gaze attention behaviors to crowds, we are confronted with<br />

two issues. The first one is to detect the points of interest for characters to look at. The<br />

second one is to edit the character motions for them to perform the gaze behavior. This has<br />

to be done very rapidly in order to animate a large number of characters. In this chapter, we<br />

propose a two-fold method which meets all these requirements.<br />

47

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