Game Character Facial Animation Using Actor Video Corpus and Recurrent Neural Networks

Sheldon Schiffer
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引用次数: 1

Abstract

Creating photorealistic facial animation for game characters is a labor-intensive process that gives authorial primacy to animators. This research presents an experimental autonomous animation controller based on an emotion model that uses a team of embedded recurrent neural networks (RNNs). The design is a novel alternative method that can elevate an actor’s contribution to game character design. This research presents the first results of combining a facial emotion neural network model with a workflow that incorporates actor preparation methods and the training of auto-regressive bi-directional RNNs with long short-term memory (LSTM) cells. The predicted emotion vectors triggered by player facial stimuli strongly resemble a performing actor for a game character with accuracies over 80% for targeted emotion labels and show accuracy near or above a high baseline standard.
基于演员视频语料库和递归神经网络的游戏角色面部动画
为游戏角色创造逼真的面部动画是一个劳动密集型的过程,赋予动画师以作者的首要地位。本研究提出了一种基于情感模型的实验性自主动画控制器,该模型使用了一组嵌入式递归神经网络(rnn)。这种设计是一种新颖的替代方法,可以提升演员对游戏角色设计的贡献。本研究提出了将面部情绪神经网络模型与工作流相结合的第一个结果,该工作流结合了演员准备方法和具有长短期记忆(LSTM)细胞的自回归双向rnn的训练。由玩家面部刺激触发的预测情感向量非常类似于游戏角色的表演演员,目标情感标签的准确率超过80%,并且显示出接近或高于高基线标准的准确性。
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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