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