2021 IEEE Conference on Games (CoG) 2021
DOI: 10.1109/cog52621.2021.9619128
|View full text |Cite
|
Sign up to set email alerts
|

A Novel Lip Synchronization Approach for Games and Virtual Environments

Abstract: This paper presents an algorithm for the offline generation of lip-sync animation. It redefines visemes as sets of constraints on the facial articulators such as lips, jaw, tongue. The algorithm was comparatively evaluated with 30 healthy participants by presenting a set of phrases delivered verbally by a virtual character. Each phrase was presented in two versions: once with the traditional lip-sync method, and once with our method. Results confirm that the suggested solution produces more natural animation t… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
3
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
2
1

Relationship

0
3

Authors

Journals

citations
Cited by 3 publications
(3 citation statements)
references
References 32 publications
(38 reference statements)
0
3
0
Order By: Relevance
“…Papers often frame the problems they are trying to solve as being costly for game developers, sometimes described in terms of hours spent solving a problem, sometimes in terms of the cost in hardware to solve or create something. For example, [26] explains that traditional approaches to lip-synching in game development are 'time-consuming and expensive', thus motivating a need for better approaches to automating this task.…”
Section: A Costmentioning
confidence: 99%
See 1 more Smart Citation
“…Papers often frame the problems they are trying to solve as being costly for game developers, sometimes described in terms of hours spent solving a problem, sometimes in terms of the cost in hardware to solve or create something. For example, [26] explains that traditional approaches to lip-synching in game development are 'time-consuming and expensive', thus motivating a need for better approaches to automating this task.…”
Section: A Costmentioning
confidence: 99%
“…Although we briefly reference it above, note here that we are not distinguishing the target domain. Some papers explicitly mention applications to the games industry [26] while other papers are interested in applications to broad AI and simply use games as a platform for this [10]. We consider work seeking to make a process more efficient to be under the Cost category for the purposes of this paper.…”
Section: F Summarymentioning
confidence: 99%
“…In this article, the Controlled Logistics Terminals (hereinafter referred to as CLT) in a simulated production line of an unmanned factories are used as an example for the experiment of an ASTAK method. Through the three steps of animation simplification, timing alignment, and keyframe synchronization, the consistency in the movements of the CLT between these two production lines has been achieved [17][18][19][20][21][22][23] The contributions to this paper are listed as follows:…”
mentioning
confidence: 99%