Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
A Method for Registration of 3-D Shapes
IEEE Transactions on Pattern Analysis and Machine Intelligence - Special issue on interpretation of 3-D scenes—part II
Fitting smooth surfaces to dense polygon meshes
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Texture mapping 3D models of real-world scenes
ACM Computing Surveys (CSUR)
Realistic, hardware-accelerated shading and lighting
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A Taxonomy and Evaluation of Dense Two-Frame Stereo Correspondence Algorithms
International Journal of Computer Vision
Constrained Elastic Surface Nets: Generating Smooth Surfaces from Binary Segmented Data
MICCAI '98 Proceedings of the First International Conference on Medical Image Computing and Computer-Assisted Intervention
Object Recognition from Local Scale-Invariant Features
ICCV '99 Proceedings of the International Conference on Computer Vision-Volume 2 - Volume 2
Efficient View-Dependent Image-Based Rendering with Projective Texture-Mapping
Efficient View-Dependent Image-Based Rendering with Projective Texture-Mapping
ABF++: fast and robust angle based flattening
ACM Transactions on Graphics (TOG)
Physiological reaction and presence in stressful virtual environments
ACM SIGGRAPH 2002 conference abstracts and applications
AQUA: An Amphibious Autonomous Robot
Computer
Mesh parameterization methods and their applications
Foundations and Trends® in Computer Graphics and Vision
Vision-based global localization and mapping for mobile robots
IEEE Transactions on Robotics
Learning human action sequence style from video for transfer to 3D game characters
MIG'10 Proceedings of the Third international conference on Motion in games
Tuning stereo image matching with stereo video sequence processing
Proceedings of the 2012 Joint International Conference on Human-Centered Computer Environments
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Immersion is a key factor in video games and virtual reality simulation environments. Users' presence in a virtual environment is highly dependent on the user's identification with their avatar. Creating more realistic looking avatars thus enables a higher level of presence. Current video games allow character customizability via techniques such as hue adjustment for stock models, or the ability to select from a variety of physical features, clothing and accessories in existing player models. Occasionally user uploadable facial texture is available for avatar customization. We propose a dramatic leap forward in avatar customization through the use of an inexpensive, non-invasive, portable stereo video camera to extract model geometry of real objects, including people, and to then use these textured 3D models to drive avatar creation. The system described here generates the 3D textured and normal-mapped geometry of a personalized photorealistic user avatar suitable for animation and real-time gaming applications.