Abstract

AbstractControlling a crowd using multi‐touch devices appeals to the computer games and animation industries, as such devices provide a high‐dimensional control signal that can effectively define the crowd formation and movement. However, existing works relying on pre‐defined control schemes require the users to learn a scheme that may not be intuitive. We propose a data‐driven gesture‐based crowd control system, in which the control scheme is learned from example gestures provided by different users. In particular, we build a database with pairwise samples of gestures and crowd motions. To effectively generalize the gesture style of different users, such as the use of different numbers of fingers, we propose a set of gesture features for representing a set of hand gesture trajectories. Similarly, to represent crowd motion trajectories of different numbers of characters over time, we propose a set of crowd motion features that are extracted from a Gaussian mixture model. Given a run‐time gesture, our system extracts the K nearest gestures from the database and interpolates the corresponding crowd motions in order to generate the run‐time control. Our system is accurate and efficient, making it suitable for real‐time applications such as real‐time strategy games and interactive animation controls.

Highlights

  • Controlling a crowd using hand gestures captured by multi-touch devices appeals to the computer games and animation industries

  • We propose a crowd motion feature space that models a crowd motion with a Gaussian mixture model (GMM), in which the trajectory of each character is modelled by the distribution of the Gaussian component

  • We propose to represent crowd movement with a set of crowd motion features that are obtained from GMM

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Summary

Introduction

Controlling a crowd using hand gestures captured by multi-touch devices appeals to the computer games and animation industries. Many existing works show that it is possible to map such control signals to a crowd motion using pre-defined control schemes [HSK12, HSK14]. This allows the user to control the formation and movement of the crowd by performing specific gestures. While these manually designed control schemes are efficient in crowd control, different systems usually employ different control schemes. This is because there are an infinite number of possible mappings between the gesture and the crowd space. We learn a mapping that focuses on both user friendliness and control expressibility in this work to shorten the learning curve

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