{"title":"虚拟人物情感的几何建模","authors":"V. Karabchevsky, Andrey Sergeevich Mazurov","doi":"10.20948/graphicon-2021-1-63-74","DOIUrl":null,"url":null,"abstract":"Methods and tools for modeling emotions of virtual computer characters are considered. Particular attention is paid to 3D modeling of the cranial vault, mandible and teeth, as well as facial muscles and tongue. Modeling was performed using the ZBrush program using information about the anatomical structure of the skull and facial muscles, such as the occipital and temporal muscles, the arrogant muscle, the depressor, the masseter muscle, the small zygomatic muscle, the zygomaticus major muscle and the muscle lifting the angle of the mouth, the muscle lowering the angle of the mouth, the muscle that lifts the upper lip and the wing of the nose, the chin muscle and the muscle that lowers the lower lip. The resulting high-poly model was then retopologized with a decrease in the number of polygons. An example of modeling the character's head is given. Animation is made in Autodesk Maya, which is adopted by many large film and animation studios and is used more often among professional 3D artists. The principles of rigging (adding a digital skeleton and its controls to the model) and skinning (attaching the vertices of the surface that simulate the skin to the corresponding areas of the digital skeleton) are described. The anatomical signs of the manifestation of basic emotions are given and the control of the obtained model for the manifestation of some emotions is described.","PeriodicalId":135912,"journal":{"name":"Proceedings of the 31th International Conference on Computer Graphics and Vision. Volume 1","volume":"21 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Geometric modeling of emotions of virtual characters\",\"authors\":\"V. Karabchevsky, Andrey Sergeevich Mazurov\",\"doi\":\"10.20948/graphicon-2021-1-63-74\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Methods and tools for modeling emotions of virtual computer characters are considered. Particular attention is paid to 3D modeling of the cranial vault, mandible and teeth, as well as facial muscles and tongue. Modeling was performed using the ZBrush program using information about the anatomical structure of the skull and facial muscles, such as the occipital and temporal muscles, the arrogant muscle, the depressor, the masseter muscle, the small zygomatic muscle, the zygomaticus major muscle and the muscle lifting the angle of the mouth, the muscle lowering the angle of the mouth, the muscle that lifts the upper lip and the wing of the nose, the chin muscle and the muscle that lowers the lower lip. The resulting high-poly model was then retopologized with a decrease in the number of polygons. An example of modeling the character's head is given. Animation is made in Autodesk Maya, which is adopted by many large film and animation studios and is used more often among professional 3D artists. The principles of rigging (adding a digital skeleton and its controls to the model) and skinning (attaching the vertices of the surface that simulate the skin to the corresponding areas of the digital skeleton) are described. The anatomical signs of the manifestation of basic emotions are given and the control of the obtained model for the manifestation of some emotions is described.\",\"PeriodicalId\":135912,\"journal\":{\"name\":\"Proceedings of the 31th International Conference on Computer Graphics and Vision. Volume 1\",\"volume\":\"21 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1900-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 31th International Conference on Computer Graphics and Vision. Volume 1\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.20948/graphicon-2021-1-63-74\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 31th International Conference on Computer Graphics and Vision. Volume 1","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.20948/graphicon-2021-1-63-74","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Geometric modeling of emotions of virtual characters
Methods and tools for modeling emotions of virtual computer characters are considered. Particular attention is paid to 3D modeling of the cranial vault, mandible and teeth, as well as facial muscles and tongue. Modeling was performed using the ZBrush program using information about the anatomical structure of the skull and facial muscles, such as the occipital and temporal muscles, the arrogant muscle, the depressor, the masseter muscle, the small zygomatic muscle, the zygomaticus major muscle and the muscle lifting the angle of the mouth, the muscle lowering the angle of the mouth, the muscle that lifts the upper lip and the wing of the nose, the chin muscle and the muscle that lowers the lower lip. The resulting high-poly model was then retopologized with a decrease in the number of polygons. An example of modeling the character's head is given. Animation is made in Autodesk Maya, which is adopted by many large film and animation studios and is used more often among professional 3D artists. The principles of rigging (adding a digital skeleton and its controls to the model) and skinning (attaching the vertices of the surface that simulate the skin to the corresponding areas of the digital skeleton) are described. The anatomical signs of the manifestation of basic emotions are given and the control of the obtained model for the manifestation of some emotions is described.