{"title":"外观捕捉和动画技术的现实,真实身份的游戏化身","authors":"M. Ionita, P. Corcoran","doi":"10.1109/ICEGIC.2009.5293604","DOIUrl":null,"url":null,"abstract":"Making use of a class of 2D statistical face models known as active appearance models (AAMs), we investigate a technique for generating real-time animated avatars suitable for video gaming. We consider here a number of improvements of these models in order to make them more robust to varying environmental conditions, as well as to reduce the computational load such that to become adapted for real-time implementations.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"52 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Appearance capturing and animation techniques for realistic, true-identity gaming avatars\",\"authors\":\"M. Ionita, P. Corcoran\",\"doi\":\"10.1109/ICEGIC.2009.5293604\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Making use of a class of 2D statistical face models known as active appearance models (AAMs), we investigate a technique for generating real-time animated avatars suitable for video gaming. We consider here a number of improvements of these models in order to make them more robust to varying environmental conditions, as well as to reduce the computational load such that to become adapted for real-time implementations.\",\"PeriodicalId\":328281,\"journal\":{\"name\":\"2009 International IEEE Consumer Electronics Society's Games Innovations Conference\",\"volume\":\"52 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2009-10-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2009 International IEEE Consumer Electronics Society's Games Innovations Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICEGIC.2009.5293604\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICEGIC.2009.5293604","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Appearance capturing and animation techniques for realistic, true-identity gaming avatars
Making use of a class of 2D statistical face models known as active appearance models (AAMs), we investigate a technique for generating real-time animated avatars suitable for video gaming. We consider here a number of improvements of these models in order to make them more robust to varying environmental conditions, as well as to reduce the computational load such that to become adapted for real-time implementations.