Conception et animation interactive de foules pour de vastes environnements

Abstract : Crowds are increasingly present in audio-visual media, such as movies or video games. They help to strengthen the immersion of the subject in the virtual environment. However, creating crowds is most of the time based on models hard to master and which do not offer a direct control on the motion that you want to create. In this thesis we propose contributions for designing crowd motions through interactive and intuitive tools. Firstly, we present an interactive method for designing the crowds by distorting it like clay. The user can stretch, compress and twist the overall shape of the crowd to give it the shape he or she wishes. The inner characters of the crowd automatically adapt to the new shape imposed by the user. Secondly, we present a method to paint the motion and the density of the crowd to create it. We offer the opportunity to the user to create crowds by painting a grayscale density map and a motion map by gradients. Its colored maps are transformed by our system to crowds, thanks to our iterative algorithm seeking to optimize the different values of colored maps. Crowds obtained by these methods can occupy a very large space and are animated indefinitely. Unlike conventional methods of creating crowds, that are based on the adjustment of model parameters, our methods allow to design crowd motions based on higher level features of the crowd, as its overall shape, its internal movement or density. This offers the possibility to simply, quickly and intuitively create animated crowd contents.
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Kevin Jordao. Conception et animation interactive de foules pour de vastes environnements. Synthèse d'image et réalité virtuelle [cs.GR]. INSA de Rennes, 2015. Français. ⟨NNT : 2015ISAR0030⟩. ⟨tel-01303776⟩

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