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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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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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