Realtime Performance-Based Facial Avatars for Immersive Gameplay
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Motion LoD (Level of Detail) is a preprocessing technique that generates multiple details of captured motion by eliminating joints. This LoD technique is applied to movie, game or VR environments for the purpose of improving speed of crowd animation. So fa ...
The growth of motion capture systems has contributed to the proliferation of human motion database, mainly because human motion is important in many applications, ranging from games entertainment and films to sports and medicine. However, the various captu ...
Ever since the development of Computer Graphics in the industrial and academic worlds in the seventies, public knowledge and expertise have grown in a tremendous way, notably because of the increasing fascination for Computer Animation. This specific field ...
In this paper we address the problem of creating accurate joint models from real motions while allowing scalability. We propose an automatic method to model, scale, and simulate non-idealized joints from the external motion of markers. We demonstrate the m ...
Virtual prototyping has become an important part during the product development process. The common way to let a user interact with the virtual prototype is the use of a three dimensional virtual mannequin that is controlled by the user. These human figure ...
Convincingly animating virtual humans has become of great interest in many fields since recent years. In computer games for example, virtual humans often are the main characters. Failing to realistically animate them may wreck all previous efforts made to ...
This paper proposes a novel method to control virtual characters in dynamic environments. A virtual character is animated by a locomotion and jumping engine, enabling production of continuous parameterized motions. At any time during runtime, flat obstacle ...
We present a new algorithm for realtime face tracking on commodity RGB-D sensing devices. Our method requires no user-specific training or calibration, or any other form of manual assistance, thus enabling a range of new applications in performance-based f ...
Facial expressions are known to impact observers' behavior, even when they are not consciously identifiable. Relying on visual crowding, a perceptual phenomenon whereby peripheral faces become undiscriminable, we show that participants exposed to happy vs. ...
This paper presents a system for performance-based character animation that enables any user to control the facial expressions of a digital avatar in realtime. The user is recorded in a natural environment using a non-intrusive, commercially available 3D s ...