{"title":"沉浸式游戏的实时基于性能的面部化身","authors":"M. Pauly","doi":"10.1145/2522628.2541252","DOIUrl":null,"url":null,"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.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"26 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Realtime Performance-Based Facial Avatars for Immersive Gameplay\",\"authors\":\"M. Pauly\",\"doi\":\"10.1145/2522628.2541252\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":204010,\"journal\":{\"name\":\"Proceedings of Motion on Games\",\"volume\":\"26 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2013-11-06\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of Motion on Games\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2522628.2541252\",\"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 Motion on Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2522628.2541252","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Realtime Performance-Based Facial Avatars for Immersive Gameplay
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.