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Interactive Composition of 3D Faces for Virtual Characters

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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 4469))

Abstract

As many 3D on-line games appear, there is an increased need for simple and efficient techniques to create many new faces. This paper presents a new algorithm to composite 3D faces for game characters. No remeshing or segmentation of 3D models is required in our method. Our algorithm is composed of four simple steps: building a one-to-one geometric correspondence between models, local resampling, computing relative geometry, and blending geometry. Our new algorithm can provide various composite operations such as replacement, interpolation, or randomization by assigning different weights for geometry blending. The space and time complexity of our algorithm is linear to the combined number of vertices of input meshes which means it is efficient enough for interactive operation. Our new method is expected to easily and quickly give a unique appearance to 3D game characters or anonymous crowds.

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Kin-chuen Hui Zhigeng Pan Ronald Chi-kit Chung Charlie C. L. Wang Xiaogang Jin Stefan Göbel Eric C.-L. Li

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© 2007 Springer Berlin Heidelberg

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Lee, H., Lee, S. (2007). Interactive Composition of 3D Faces for Virtual Characters. In: Hui, Kc., et al. Technologies for E-Learning and Digital Entertainment. Edutainment 2007. Lecture Notes in Computer Science, vol 4469. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-73011-8_20

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  • DOI: https://doi.org/10.1007/978-3-540-73011-8_20

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-73010-1

  • Online ISBN: 978-3-540-73011-8

  • eBook Packages: Computer ScienceComputer Science (R0)

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