An Extensible Game Engine to Develop Animated Facial Avatars in 3D Virtual Environment

A. Zarrad
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引用次数: 4

Abstract

Avatar facial expression and animation in 3D Collaborative Virtual Environment (CVE) systems are reconstructed through a complex manipulation of all details that compose it like muscles, bones and wrinkles in 3D space. The need for a fast and easy reconstruction approach has emerged out in the recent years due to its application in various domains; 3D disaster management and military training etc. These details simulation must be as realistic as possible to convey different emotions according to the constantly changing situations in CVE during the runtime. For example, in 3D disaster management, it is important to use dynamic avatar emotions; firefighters should be frightened when dealing with a fire disaster and smiling when treating injures and evacuating habitants. However, the solution of facial animation remains a challenge that restricts the rapid and ease development of facial animation systems. In this work, the author presents extensible game engine architecture to easily produce real-time facial animations using a script atomic action without having to deal with control structures and 3D programing language. The proposed architecture defines various controllers, object behaviors, tactical and graphics rendering, and collision effects to quickly design 3D virtual environment. Firstly, the author gives the concept of atomic expression, and the method to build a parametrized script file according to the atomic expression. Then the author shows the validity of the generated expressions based on the MPEG-4 facial animation framework. Finally, the feasibility of the proposed architecture is tested via a firefighter scenario. The author's approach has the advantages over previous techniques of fitting directly an easy and faster technology with a high degree of programming independence. The author also minimizes the interaction with the game engine during the runtime by injecting dynamically the XML file into the game engine without stopping or restarting the engine.
一个可扩展的游戏引擎,在三维虚拟环境中开发动画面部化身
在3D协同虚拟环境(CVE)系统中,化身的面部表情和动画是通过对3D空间中的肌肉、骨骼和皱纹等组成它的所有细节的复杂操纵来重建的。近年来,由于其在各个领域的应用,需要一种快速简便的重建方法;三维灾害管理、军事训练等。这些细节模拟必须尽可能逼真,以根据CVE在运行时不断变化的情况传达不同的情绪。例如,在3D灾难管理中,使用动态角色情绪是很重要的;消防员在处理火灾时应该感到害怕,在治疗伤员和疏散居民时应该微笑。然而,人脸动画的解决一直是制约人脸动画系统快速、便捷发展的一大难题。在这项工作中,作者提出了可扩展的游戏引擎架构,可以使用脚本原子动作轻松生成实时面部动画,而无需处理控制结构和3D编程语言。该架构定义了各种控制器、对象行为、战术和图形渲染以及碰撞效果,以快速设计3D虚拟环境。首先给出了原子表达式的概念,并给出了根据原子表达式构造参数化脚本文件的方法。在此基础上,对基于MPEG-4人脸动画框架生成的表情的有效性进行了验证。最后,通过消防员场景测试了所提出体系结构的可行性。与以前的技术相比,作者的方法具有直接拟合具有高度编程独立性的简单和更快的技术的优点。作者还通过在不停止或重新启动引擎的情况下将XML文件动态注入游戏引擎中,从而在运行时将与游戏引擎的交互最小化。
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