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3D Game Engine for Real-Time Facial Animation

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AI 2005: Advances in Artificial Intelligence (AI 2005)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 3809))

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Abstract

For 3D game engine, we present facial animation method based on multiple face models. In order to overcome the heavy burden of geometry data management on game engine, we employ wire curve [22] which is a simple, intuitive interface to local deformation of complex geometric objects such as human face models. Given multiple face models, we first extract wire curves and deformation parameters from a facial model. In runtime, given an input of expression parameters, only the extracted wire curves are blended to create new expression. Then, the blended output of the wire curves is applied to the reference model of neutral expression. The resulting animation preserves the characteristic features of the multiple face models as well real-time performance. Our method promotes local deformation and non-uniform blending by making use of the power of wire curve.

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© 2005 Springer-Verlag Berlin Heidelberg

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Pyun, H.W. (2005). 3D Game Engine for Real-Time Facial Animation. In: Zhang, S., Jarvis, R. (eds) AI 2005: Advances in Artificial Intelligence. AI 2005. Lecture Notes in Computer Science(), vol 3809. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11589990_74

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  • DOI: https://doi.org/10.1007/11589990_74

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-30462-3

  • Online ISBN: 978-3-540-31652-7

  • eBook Packages: Computer ScienceComputer Science (R0)

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