Facial motion capture is the process of electronically converting the movements of a person's face into a digital database using cameras or laser scanners. This database may then be used to produce computer graphics (CG), computer animation for movies, games, or real-time avatars. Because the motion of CG characters is derived from the movements of real people, it results in a more realistic and nuanced computer character animation than if the animation were created manually.
A facial motion capture database describes the coordinates or relative positions of reference points on the actor's face. The capture may be in two dimensions, in which case the capture process is sometimes called "expression tracking", or in three dimensions. Two-dimensional capture can be achieved using a single camera and capture software. This produces less sophisticated tracking, and is unable to fully capture three-dimensional motions such as head rotation. Three-dimensional capture is accomplished using multi-camera rigs or laser marker system. Such systems are typically far more expensive, complicated, and time-consuming to use. Two predominate technologies exist: marker and marker-less tracking systems.
Facial motion capture is related to body motion capture, but is more challenging due to the higher resolution requirements to detect and track subtle expressions possible from small movements of the eyes and lips. These movements are often less than a few millimeters, requiring even greater resolution and fidelity and different filtering techniques than usually used in full body capture. The additional constraints of the face also allow more opportunities for using models and rules.
Facial expression capture is similar to facial motion capture. It is a process of using visual or mechanical means to manipulate computer generated characters with input from human faces, or to recognize emotions from a user.
One of the first papers discussing performance-driven animation was published by Lance Williams in 1990.
This page is automatically generated and may contain information that is not correct, complete, up-to-date, or relevant to your search query. The same applies to every other page on this website. Please make sure to verify the information with EPFL's official sources.
The goal of VR is to embed the users in a potentially complex virtual environment while ensuring that they are able to react as if this environment were real. The course provides a human perception-ac
The student will acquire the basis for the analysis of static structures and deformation of simple structural elements. The focus is given to problem-solving skills in the context of engineering desig
The lecture presents an overview of the state of the art in the analysis and modeling of human locomotion and the underlying motor circuits. Multiple aspects are considered including neurophysiology,
A facial recognition system is a technology potentially capable of matching a human face from a or a video frame against a database of faces. Such a system is typically employed to authenticate users through ID verification services, and works by pinpointing and measuring facial features from a given image. Development began on similar systems in the 1960s, beginning as a form of computer application. Since their inception, facial recognition systems have seen wider uses in recent times on smartphones and in other forms of technology, such as robotics.
Motion capture (sometimes referred as mo-cap or mocap, for short) is the process of recording the movement of objects or people. It is used in military, entertainment, sports, medical applications, and for validation of computer vision and robots. In filmmaking and video game development, it refers to recording actions of human actors and using that information to animate digital character models in 2D or 3D computer animation. When it includes face and fingers or captures subtle expressions, it is often referred to as performance capture.
Computer animation is the process used for digitally generating animations. The more general term (CGI) encompasses both static scenes (s) and dynamic images (s), while computer animation refers to moving images. Modern computer animation usually uses 3D computer graphics to generate a three-dimensional picture. The target of the animation is sometimes the computer itself, while other times it is film. Computer animation is essentially a digital successor to stop motion techniques, but using 3D models, and traditional animation techniques using frame-by-frame animation of 2D illustrations.
Explores character animation techniques, including motion capturing, skeletal-based animation, and facial animation, highlighting the challenges and advancements in creating realistic characters.
Type systems are a device for verifying properties of programs without running them. Many programming languages used in the industry have always had a type system, while others were initially created without a type system and later adopted one, when the ad ...
EPFL2024
, ,
We interact with the world through a body that includes hands and fingers. Likewise, providing an avatar allowing the control of a virtual body with fingers is an important step to improve the user experience in VR. When the user and their avatar skeleton ...
Jean-Marie Normand and Maki Sugimoto and Veronica Sundstedt2023
VR (Virtual Reality) is a real-time simulation that creates the subjective illusion of being in a virtual world.This thesis explores how integrating the user's body and fingers can be achieved and beneficial for the user to experience VR.At the advent of V ...