Perception of Motion Variations in Large-Scale Virtual Human Crowds

Virtual human crowds are regularly featured in movies and video games. With a large number of virtual characters each behaving in their own way, spectacular scenes can be produced. The more diverse the characters and their behaviors are, the more realistic the virtual crowd is expected to be perceived. Hence, creating virtual crowds is a trade-off between the cost associated with acquiring more diverse assets, namely more virtual characters with their animations, and achieving better realism. In this paper, our focus is on the perceived variety in virtual crowd character motions. We present an experiment exploring whether observers are able to identify virtual crowds including motion clones in the case of large-scale crowds (from 250 to 1000 characters). As it is not possible to acquire individual motions for such numbers of characters, we rely on a state-of-the-art motion variation approach to synthesize unique variations of existing examples for each character in the crowd. Participants then compared pairs of videos, where each character was animated either with a unique motion or using a subset of these motions. Our results show that virtual crowds with more than two motions (one per gender) were perceptually equivalent, regardless of their size. We believe these findings can help create efficient crowd applications, and are an additional step into a broader understanding of the perception of motion variety.

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