7,201 research outputs found

    3D Face Synthesis Driven by Personality Impression

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    Synthesizing 3D faces that give certain personality impressions is commonly needed in computer games, animations, and virtual world applications for producing realistic virtual characters. In this paper, we propose a novel approach to synthesize 3D faces based on personality impression for creating virtual characters. Our approach consists of two major steps. In the first step, we train classifiers using deep convolutional neural networks on a dataset of images with personality impression annotations, which are capable of predicting the personality impression of a face. In the second step, given a 3D face and a desired personality impression type as user inputs, our approach optimizes the facial details against the trained classifiers, so as to synthesize a face which gives the desired personality impression. We demonstrate our approach for synthesizing 3D faces giving desired personality impressions on a variety of 3D face models. Perceptual studies show that the perceived personality impressions of the synthesized faces agree with the target personality impressions specified for synthesizing the faces. Please refer to the supplementary materials for all results.Comment: 8pages;6 figure

    Gaming techniques and the product development process : commonalities and cross-applications

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    The use of computer-based tools is now firmly embedded within the product development process, providing a wide range of uses from visualisation to analysis. However, the specialisation required to make effective use of these tools has led to the compartmentalisation of expertise in design teams, resulting in communication problems between individual members. This paper therefore considers how computer gaming techniques and strategies could be used to enhance communication and group design activities throughout the product design process

    Motion In-Betweening with Phase Manifolds

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    This paper introduces a novel data-driven motion in-betweening system to reach target poses of characters by making use of phases variables learned by a Periodic Autoencoder. Our approach utilizes a mixture-of-experts neural network model, in which the phases cluster movements in both space and time with different expert weights. Each generated set of weights then produces a sequence of poses in an autoregressive manner between the current and target state of the character. In addition, to satisfy poses which are manually modified by the animators or where certain end effectors serve as constraints to be reached by the animation, a learned bi-directional control scheme is implemented to satisfy such constraints. The results demonstrate that using phases for motion in-betweening tasks sharpen the interpolated movements, and furthermore stabilizes the learning process. Moreover, using phases for motion in-betweening tasks can also synthesize more challenging movements beyond locomotion behaviors. Additionally, style control is enabled between given target keyframes. Our proposed framework can compete with popular state-of-the-art methods for motion in-betweening in terms of motion quality and generalization, especially in the existence of long transition durations. Our framework contributes to faster prototyping workflows for creating animated character sequences, which is of enormous interest for the game and film industry.Comment: 17 pages, 11 figures, conferenc
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