Realtime Performance-Based Facial Avatars for Immersive Gameplay

M. Pauly
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引用次数: 6

Abstract

This paper discusses how realtime face tracking and performance-based animation can facilitate new ways of interaction for computer gaming and other online applications. We identify a number of requirements for realtime face capture and animation systems, and show how recent progress in tracking algorithms advances towards satisfying these requirements. Performance-based animation has the potential to significantly enrich the emotional experience of in-game communication through live avatars that are controlled directly by the facial expressions of a recorded user. We briefly outline other potential use scenarios of realtime face tracking systems and conclude with a discussion of future research challenges.
沉浸式游戏的实时基于性能的面部化身
本文讨论了实时面部跟踪和基于性能的动画如何促进计算机游戏和其他在线应用程序的新交互方式。我们确定了实时人脸捕捉和动画系统的一些要求,并展示了跟踪算法在满足这些要求方面的最新进展。基于表演的动画有可能显著丰富游戏内交流的情感体验,通过直接由记录用户的面部表情控制的实时化身。我们简要概述了实时人脸跟踪系统的其他潜在使用场景,并讨论了未来的研究挑战。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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