Active shape models—their training and application
Computer Vision and Image Understanding
Computer facial animation
Improved boosting algorithms using confidence-rated predictions
COLT' 98 Proceedings of the eleventh annual conference on Computational learning theory
Synthesizing realistic facial expressions from photographs
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Geometric fusion for a hand-held 3D sensor
Machine Vision and Applications
Automatic Creation of 3D Facial Models
IEEE Computer Graphics and Applications
Automatic 3D Cloning and Real-Time Animation of a Human Face
CA '97 Proceedings of the Computer Animation
IEEE Transactions on Circuits and Systems for Video Technology
MPEG-4 facial animation technology: survey, implementation, and results
IEEE Transactions on Circuits and Systems for Video Technology
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We have developed a fast generation system for personalized 3D face model and plan to apply it in network 3D games. This system uses one video camera to capture player’s frontal face image for 3D modeling and dose not need calibration and plentiful manual tuning. The 3D face model in games is represented by a 3D geometry mesh and a 2D texture image. The personalized geometry mesh is obtained by deforming an original mesh with the relative positions of the player’s facial features, which are automatically detected from the frontal image. The relevant texture image is also obtained from the same image. In order to save storage space and network bandwidth, only the feature data and texture data from each player are sent to the game server and then to other clients. Finally, players can see their own faces in multiplayer games.