6,232 research outputs found

    A new automated workflow for 3D character creation based on 3D scanned data

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    In this paper we present a new workflow allowing the creation of 3D characters in an automated way that does not require the expertise of an animator. This workflow is based of the acquisition of real human data captured by 3D body scanners, which is them processed to generate firstly animatable body meshes, secondly skinned body meshes and finally textured 3D garments

    Applications of Face Analysis and Modeling in Media Production

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    Facial expressions play an important role in day-by-day communication as well as media production. This article surveys automatic facial analysis and modeling methods using computer vision techniques and their applications for media production. The authors give a brief overview of the psychology of face perception and then describe some of the applications of computer vision and pattern recognition applied to face recognition in media production. This article also covers the automatic generation of face models, which are used in movie and TV productions for special effects in order to manipulate people's faces or combine real actors with computer graphics

    Framework for proximal personified interfaces

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    ICface: Interpretable and Controllable Face Reenactment Using GANs

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    This paper presents a generic face animator that is able to control the pose and expressions of a given face image. The animation is driven by human interpretable control signals consisting of head pose angles and the Action Unit (AU) values. The control information can be obtained from multiple sources including external driving videos and manual controls. Due to the interpretable nature of the driving signal, one can easily mix the information between multiple sources (e.g. pose from one image and expression from another) and apply selective post-production editing. The proposed face animator is implemented as a two-stage neural network model that is learned in a self-supervised manner using a large video collection. The proposed Interpretable and Controllable face reenactment network (ICface) is compared to the state-of-the-art neural network-based face animation techniques in multiple tasks. The results indicate that ICface produces better visual quality while being more versatile than most of the comparison methods. The introduced model could provide a lightweight and easy to use tool for a multitude of advanced image and video editing tasks.Comment: Accepted in WACV-202

    Volumetric intelligence: A framework for the creation of interactive volumetric captured characters

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    Virtual simulation of human faces and facial movements has challenged media artists and computer scientists since the first realistic 3D renderings of a human face by Fred Parke in 1972. Today, a range of software and techniques are available for modelling virtual characters and their facial behavior in immersive environments, such as computer games or storyworlds. However, applying these techniques often requires large teams with multidisciplinary expertise, extensive amount of manual labor, as well as financial conditions that are not typically available for individual media artists. This thesis work demonstrates how an individual artist may create humanlike virtual characters – specifically their facial behavior – in a relatively fast and automated manner. The method is based on volumetric capturing, or photogrammetry, of a set of facial expressions from a real person using a multi-camera setup, and further applying open source and accessible 3D reconstruction and re-topology techniques and software. Furthermore, the study discusses possibilities of utilizing contemporary game engines and applications for building settings that allow real-time interaction between the user and virtual characters. The thesis documents an innovative framework for the creation of a virtual character captured from a real person, that can be presented and driven in real-time, without the need of a specialized team, high budget or intensive manual labor. This workflow is suitable for research groups, independent teams and individuals seeking for the creation of immersive and real-time experiences and experiments using virtual humanlike characters

    Requirements for Topology in 3D GIS

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    Topology and its various benefits are well understood within the context of 2D Geographical Information Systems. However, requirements in three-dimensional (3D) applications have yet to be defined, with factors such as lack of users' familiarity with the potential of such systems impeding this process. In this paper, we identify and review a number of requirements for topology in 3D applications. The review utilises existing topological frameworks and data models as a starting point. Three key areas were studied for the purposes of requirements identification, namely existing 2D topological systems, requirements for visualisation in 3D and requirements for 3D analysis supported by topology. This was followed by analysis of application areas such as earth sciences and urban modelling which are traditionally associated with GIS, as well as others including medical, biological and chemical science. Requirements for topological functionality in 3D were then grouped and categorised. The paper concludes by suggesting that these requirements can be used as a basis for the implementation of topology in 3D. It is the aim of this review to serve as a focus for further discussion and identification of additional applications that would benefit from 3D topology. © 2006 The Authors. Journal compilation © 2006 Blackwell Publishing Ltd
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