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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5.2. Tracking in the CAVE<br />
animation. This allows for the characters to maintain their original walking motions as much<br />
as possible. In this Gaze phase, we first determine the interest point for the current character.<br />
We then compute the motion adaptation which would be needed to satisfy this constraint.<br />
Finally, we determine the quantity of this adaptation which has to be done at the current<br />
phase depending on spatial and temporal factors.<br />
Spatial Resolution<br />
Real-time Simulation Loop<br />
Simulation<br />
Animation<br />
Interest Points<br />
Motion Adaptation<br />
Rendering<br />
Gaze<br />
Temporal Resolution<br />
Figure 5.2: Crowd engine real-time simulation loop pipeline.<br />
5.2 Tracking in the CAVE<br />
By definition, the tracking of the user’s head in the CAVE is a necessary step. First of<br />
all, in order to compute the correct projection matrix for the CAVE screens, the position of<br />
the user’s eyes needs to be known. This can be approximated by tracking the user’s head.<br />
In order to do this, we use a regular baseball cap on which we fixed three motion capture<br />
markers. Using the positions of these three markers, we approximate the user’s eyes position.<br />
Second, the tracking of the head also allows us to determine the user’s head orientation. We<br />
can thus determine the user’s gaze direction and by projecting the POR, determine which<br />
character he/she is looking at at all times. Finally, the position of the markers allows us<br />
to determine where, in the 3D environment, the user is located. We can thus use the user<br />
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