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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 />

4.5.2 Gaze Behavior for Crowds<br />

Figure 4.5: Examples of gaze attention behaviors in a crowd animation.<br />

In this example, we illustrate the use of our scoring algorithm together with the motion<br />

editing over 130 characters walking up and down a street, standing, or sitting on a bench.<br />

This is depicted in Figure 4.5. The maximum distance threshold was set to 10 meters. The<br />

attention threshold and the importance of each parameter was randomly generated by our<br />

application and is different for each character. For each one, the scoring algorithm is applied<br />

to all other eligible characters in the scene. Additionally, it is applied to all eligible scene<br />

objects defined as potential interest points (60 in all). We can thus simulate a simple form<br />

of top-down attention in the sense that some characters seem to be looking for something<br />

or trying to find their way. An interesting aspect emerging from those results is that some<br />

characters walking or standing next to each other regularly look at each other. We thus have<br />

the impression that they are talking together.<br />

4.5.3 Complexity and Computational Times<br />

The complexity for the automatic interest point detection algorithm is in O(n 2 ) with n being<br />

the number of characters. Indeed, for each character, we have to evaluate all other entities.<br />

However, since we do not compute the interest points for entities out of the character’s field<br />

60

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