Gaze Behaviors for Virtual Crowd Characters

Nowadays, crowds of virtual characters are used in many domains such as neurosciences, psychology, and computer sciences. Since as human beings, we are natural experts in human being representation and movement, it makes it that much harder to correctly model and animate virtual characters. This becomes even more challenging when considering crowds of virtual characters. Indeed, in addition to the representation and animation, there is the mandatory trade-off between rich, realistic behaviors and computational costs. In this paper, we present a crowd engine, to which we introduce and extra layer which allows its characters to produce gaze behaviors. We thus enhance crowd realism by allowing the characters composing it to be aware of their environment and other characters and/or a user.

Published in:
Cross-Modal Analysis Of Speech, Gestures, Gaze And Facial Expressions, 5641, 201-213
Presented at:
COST 2102 International Conference on Cross-Modal Analysis of Speech, Gestures, Gaze and Facial Expressions, Prague, CZECH REPUBLIC, Oct 15-18, 2008
Springer-Verlag New York, Ms Ingrid Cunningham, 175 Fifth Ave, New York, Ny 10010 Usa

 Record created 2010-11-30, last modified 2018-03-17

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