Adaptation of Facial and Body Animation for MPEG-based Architectures

  • Authors:
  • Thomas Di Giacomo;Chris Joslin;Stephane Garchery;Nadia Magnenat-Thalmann

  • Affiliations:
  • -;-;-;-

  • Venue:
  • CW '03 Proceedings of the 2003 International Conference on Cyberworlds
  • Year:
  • 2003

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Abstract

While level of detail (LoD) methods for therepresentation of 3D models are efficient and establishedtools to manage the trade-off between speed and quality ofthe rendering, LoD for animation has not yet beenintensively studied by the community, and especiallyvirtual humans animation has not been focused in the past.Animation, a major step for immersive and credible virtualenvironments, involves heavy computations and as such, itneeds a control on its complexity to be embedded intoreal-time systems. Today, it becomes even more criticaland necessary to provide such a control with theemergence of powerful new mobile devices and theirincreasing use for cyberworlds. With the help of suitablemiddleware solutions, executables are becoming more andmore multi-platform. However, the adaptation of content,for various network and terminal capabilities - as well asfor different user preferences, is still a key feature thatneeds to be investigated. It would ensure the adoption ofthe "Multiple Target Devices Single Content" concept forvirtual environments, and would in theory provide thepossibility of such virtual worlds in any possible conditionwithout the need for multiple content. It is on this issuethat we focus, with a particular emphasis on 3D objectsand animation. This paper presents some methods foradapting a virtual human's representation and animationstream, both for their skeleton-based body animation andtheir deformation based facial animation, we also discusspractical details for the integration of our methods intoMPEG-21 and MPEG-4 architectures.