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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. Simulating Visual Attention for Crowds<br />

speed. Finally, we recover the body posture corresponding to the traveled distance in the<br />

base walking motion. In this way, we greatly reduce foot sliding effects. In order to eliminate<br />

them completely, we implemented the method proposed by Treuille et al. to enforce<br />

footplants [Treuille et al., <strong>20</strong>07]. This first consists of labeling the footplant in the original<br />

walking cycle. Then, whenever a footplant is detected during motion reconstruction, we adjust<br />

the root joint displacement in order for the character to remain in its current position.<br />

Finally, once the footplant is deactivated, we propagate the cumulated adjustment on the next<br />

few frames in order for the character to “catch up” on the distance it has not traveled during<br />

footplant and avoid a sudden jump forward when applying the following root joint position.<br />

4.3 Automatic Interest Point Detection<br />

The first main step in our method consists of automatically detecting the interest points from<br />

the entity trajectories. We define an interest point IP as an entity which should be attended<br />

to by a given character. More formally, IP is defined as:<br />

IP(t) =[p t,ta,td, [tb,te]] (4.2)<br />

where pt ∈ R3 is the interest point’s position in space at time t. ta is its activation duration,<br />

td its deactivation duration, and [tb,te] represents the interest points lifespan. Indeed,<br />

when we look at something or someone, we do not perform our looking motion instantaneously<br />

[Grossman et al., 1988]. For this reason, we introduce an activation duration ta. Its<br />

purpose is to define the amount of time it will take for the looking motion to be executed.<br />

Conversely, the deactivation duration td defines the amount of time for a character to look<br />

away from an interest point. These parameters are further discussed in Section 4.4.2. Itis<br />

to be noted that in the case where an interest point is replaced by another, the deactivation is<br />

skipped and replaced by the activation to go from the first interest point to the second one.<br />

Another important factor in attention behaviors is that we do not look indefinitely at<br />

objects or people. We can either lose interest in something or find something else more<br />

interesting to look at. As depicted in Figure 4.1, this is regulated by [tb,te] in our method,<br />

which is the duration for which an entity is an interest point.<br />

Algorithm 4.1: Elementary Scores Computation<br />

Data: input trajectories<br />

Result: elementary scores<br />

1 begin<br />

2 for all frame f do<br />

3 for all character C do<br />

4 for all entity E do<br />

5<br />

compute elementary scores<br />

6<br />

50<br />

end

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