{"title":"面向虚拟角色的风格化建模","authors":"Bixuan Chen, Toshihiro Komma","doi":"10.1109/NicoInt50878.2020.00026","DOIUrl":null,"url":null,"abstract":"This research is to present a method for real human face stylized modeling. It can transform the 3D data of an actual face into a model with an anime style, which could be applied to virtual character production in CG. Moreover, the \"stylization\" here is limited: We would pick a few famous Japanese anime and utilize their characters’ features to recreate a new face. The anime should be in natural styles that representatively depicted the faces of most Japanese, for example, the works of Kyoto Anime. As the image shows (Figure 1), our work focuses on how to transform the 3D facial data, specifically including three steps: 1. facial feature analyzation, 2. transforming relationship, and 3. modeling. We expect this system to complete automatic modeling in one hour to provide preliminary models to CG character makers for further manual improvement. Therefore, they do not need to spend more time in modeling from nothing but would be able to carry out artistic creation faster.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Face Stylized Modeling for Virtual Character\",\"authors\":\"Bixuan Chen, Toshihiro Komma\",\"doi\":\"10.1109/NicoInt50878.2020.00026\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This research is to present a method for real human face stylized modeling. It can transform the 3D data of an actual face into a model with an anime style, which could be applied to virtual character production in CG. Moreover, the \\\"stylization\\\" here is limited: We would pick a few famous Japanese anime and utilize their characters’ features to recreate a new face. The anime should be in natural styles that representatively depicted the faces of most Japanese, for example, the works of Kyoto Anime. As the image shows (Figure 1), our work focuses on how to transform the 3D facial data, specifically including three steps: 1. facial feature analyzation, 2. transforming relationship, and 3. modeling. We expect this system to complete automatic modeling in one hour to provide preliminary models to CG character makers for further manual improvement. Therefore, they do not need to spend more time in modeling from nothing but would be able to carry out artistic creation faster.\",\"PeriodicalId\":230190,\"journal\":{\"name\":\"2020 Nicograph International (NicoInt)\",\"volume\":\"9 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-06-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2020 Nicograph International (NicoInt)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/NicoInt50878.2020.00026\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 Nicograph International (NicoInt)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/NicoInt50878.2020.00026","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
This research is to present a method for real human face stylized modeling. It can transform the 3D data of an actual face into a model with an anime style, which could be applied to virtual character production in CG. Moreover, the "stylization" here is limited: We would pick a few famous Japanese anime and utilize their characters’ features to recreate a new face. The anime should be in natural styles that representatively depicted the faces of most Japanese, for example, the works of Kyoto Anime. As the image shows (Figure 1), our work focuses on how to transform the 3D facial data, specifically including three steps: 1. facial feature analyzation, 2. transforming relationship, and 3. modeling. We expect this system to complete automatic modeling in one hour to provide preliminary models to CG character makers for further manual improvement. Therefore, they do not need to spend more time in modeling from nothing but would be able to carry out artistic creation faster.