Proceedings of Motion on Games 2013
DOI: 10.1145/2522628.2541252
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Realtime Performance-Based Facial Avatars for Immersive Gameplay

Abstract: This paper discusses how realtime face tracking and performancebased animation can facilitate new ways of interaction for computer gaming and other online applications. We identify a number of requirements for realtime face capture and animation systems, and show how recent progress in tracking algorithms advances towards satisfying these requirements. Performance-based animation has the potential to significantly enrich the emotional experience of ingame communication through live avatars that are controlled … Show more

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Cited by 7 publications
(4 citation statements)
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References 18 publications
(16 reference statements)
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“…(Weise et al, 2011) discusses real time performance based facial animation that enables the user to control the facial expression of a digital avatar in real-time. Similar facial performance based models were proposed by (Pauly, 2013) and (Bermano et al, 2013). On the other hand there is equal effort by scientists to produce facial animation from video or motion capture data.…”
Section: Related Workmentioning
confidence: 86%
“…(Weise et al, 2011) discusses real time performance based facial animation that enables the user to control the facial expression of a digital avatar in real-time. Similar facial performance based models were proposed by (Pauly, 2013) and (Bermano et al, 2013). On the other hand there is equal effort by scientists to produce facial animation from video or motion capture data.…”
Section: Related Workmentioning
confidence: 86%
“…For example, Microsoft has paved the way to controller-free user interaction by releasing Kinect [1]. Other vendors have since then adopted these interaction modalities in their own products, such as Animoji in Apple's iOS, which has been used as Realtime Performance-Based Facial Avatars [9] or BMW's HoloActive touch [4], which enables users to interact with their car's system in hands-free scenarios. Digital technologies are moving towards having the human body at the centre of focus and all the computations should happen either on or around the body.…”
Section: Related Workmentioning
confidence: 99%
“…A summary of the key evaluation results and method features of the proposed algorithm compared to two previous works is shown in Table 1. Three criteria were considered to compare the systems according to Pauly [40]:Accuracy: The 3D head tracker should estimate the head pose with a high precision compared to a ground truth. Note that this ground truth was generated by applying a third-party commercial software on a public dataset, on which we performed our experiments.…”
Section: Experimental Evaluationmentioning
confidence: 99%