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

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Chapter 4. Simulating Visual Attention for Crowds<br />

putation is done with the different activation time values for the three sets of joints (eyes,<br />

head and torso). As depicted in Figure 4.3, we thus obtain a slight delay in the movement<br />

initiation between these three sets of joints.<br />

Temporal propagation fp(t)<br />

1<br />

0.8<br />

0.6<br />

0.4<br />

0.2<br />

0 10 <strong>20</strong> 30<br />

Frames<br />

Figure 4.3: Desynchronization between the eyes, head, and torso. The eyes start moving before<br />

the head and satisfy the constraint first. The head and cervicals start moving and satisfy the<br />

constraint before the remainder of the spine.<br />

Our final movement therefore allows the eyes to converge on the interest point and then<br />

partially re-center with respect to the head as the remainder of the joints move to satisfy the<br />

constraint. Indeed, they only partially re-center as a whole portion of the rotation is done<br />

by the eyes only. In our examples, most characters are in movement and the majority of<br />

the gaze constraints are associated to other characters in movement. These constraints are<br />

thus dynamic. We therefore recompute the displacement map to satisfy the constraint at each<br />

timestep. We can assume that the constraint’s position from one frame to the next does not<br />

change much. We therefore recompute the rotation to be done at each frame but maintain<br />

the total contribution fP (t)ci to apply which we calculated before the initiation of the gaze<br />

motion. However, we reset the contributions to 0 if the gaze constraint changes, i.e., if it<br />

is associated to another entity situated elsewhere in the scene. More specifically, this is the<br />

case when the current constraint location is farther than a pre-determined threshold from the<br />

constraint location at the previous frame. The newly calculated rotations to be performed<br />

by the joints to attain the new constraint’s position are then distributed over the appropriate<br />

number of frames.<br />

4.5 Results<br />

We used our framework to create some examples of the possibilities of our method. The motion<br />

clips for our examples have been sampled at 30 fps. All the animations were generated<br />

on an Intel Core 2 Duo 3.0 GHz, 2GB RAM, NVidia GeForce 8800 GT.<br />

58

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