Producing animations from 3D face scans

ROBINSON, A., RODRIGUES, M. A. and ALBOUL, L. (2005). Producing animations from 3D face scans. In: AL-AKAIDI, M. and RHALIBI, A. E., (eds.) Game-on 2005: 6th international conference on intelligent games and simulation. Ghent, European simulation society, 57-64.

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In this paper we take our existing research into 3D surface scanning using uncoded structured light, optimized for human faces, and develop a method to record a sequence of face movements and visualise these as an animation in real time; we call this method the 3D Animation Processor (3DAP). The applications for this work include 2D and 3D face recognition, broadcast and feature film animation, and computer games production. It should be stressed that the 3D recording of facial movements in real time is a difficult problem that is attracting considerable research attention; but accurate and appealing results have so far proved elusive. We record the faces of a number of speaking subjects, process the data representing their shape and colour as it changes over time, and visualise the animated face models. We identify a particular problem in franze continuity, whereby unacceptable jumps and jitters occur in both the shape of the face and its colour mapping, and begin to solve this problem using hole-filling and interframe interpolation. We also investigate methods of feature tagging, so that the model can be placed in a fixed coordinate system and thereby incorporated into computer generated animations.

Item Type: Book Section
Additional Information: 6th international conference on intelligent games and simulation held 24-25 November 2005, De Montfort University, Leicester, England
Research Institute, Centre or Group - Does NOT include content added after October 2018: Materials and Engineering Research Institute > Modelling Research Centre > Microsystems and Machine Vision Laboratory
Page Range: 57-64
Depositing User: Danny Weston
Date Deposited: 30 Mar 2010 10:19
Last Modified: 18 Mar 2021 09:00

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