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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 />

empirical. It could therefore be interesting to try to determine them using motion capture<br />

and eye-tracking to improve realism. However, we believe that the amount of work needed<br />

to precisely determine each joint contribution would be tremendous in comparison to the<br />

added value this could convey.<br />

Interest point scalability. A major advantage of our method is that it is extensible. We<br />

could easily add extra criteria such as color or contrast without having to modify the existing<br />

architecture. Another interesting aspect would be to provide entities with multiple interest<br />

points. A character with very flashy shoes would then attract attention to his feet. Similarly,<br />

a character waving his hand would attract attention if we consider the body parts’ relative<br />

velocity. Finally, sound could also be added as it has a very strong attention capture potential.<br />

4.7 Conclusion<br />

In this chapter, we introduced a novel method to enhance crowd animation realism by adding<br />

attention behaviors to the characters composing it.<br />

We first proposed an automatic interest point detection algorithm which determines, for<br />

each character, where and when it should look. We additionally presented an extensible<br />

and flexible set of criteria to determine interest points in a scene and a method to combine<br />

them. Our method also allows the fine-tuning of character attention behaviors by introducing<br />

an attention parameter as well as the possibility to modify the relative importance of each<br />

criterion if desired.<br />

Secondly, we introduced a robust and very fast dedicated gaze IK solver to edit the character<br />

motions. Our solver deals with the spatial and temporal resolution of the gaze constraints<br />

defined by our detection algorithm.<br />

Finally, we illustrated our method with visually convincing results obtained with our<br />

architecture. We believe that gaze behaviors greatly enhance crowd character believability,<br />

and thus, greatly amplify the immersive properties of virtual crowd scenarios in the con<strong>text</strong><br />

of VRET of agoraphobia. To this extent, the next chapter of this thesis tackles the application<br />

of such gaze behaviors in an immersive environment and with interaction possibilities.<br />

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