首页> 外文会议>International Conference on Entertainment Computing(ICEC 2005); 20050919-21; Sanda(JP) >A Video Based Personalized Face Model Generation Approach for Network 3D Games
【24h】

A Video Based Personalized Face Model Generation Approach for Network 3D Games

机译:网络3D游戏的基于视频的个性化面部模型生成方法

获取原文
获取原文并翻译 | 示例

摘要

We have developed a fast generation system for personalized 3D face model and plan to apply it in network 3D games. This system uses one video camera to capture player's frontal face image for 3D modeling and dose not need calibration and plentiful manual tuning. The 3D face model in games is represented by a 3D geometry mesh and a 2D texture image. The personalized geometry mesh is obtained by deforming an original mesh with the relative positions of the player's facial features, which are automatically detected from the frontal image. The relevant texture image is also obtained from the same image. In order to save storage space and network bandwidth, only the feature data and texture data from each player are sent to the game server and then to other clients. Finally, players can see their own faces in multiplayer games.
机译:我们已经开发了用于个性化3D人脸模型的快速生成系统,并计划将其应用于网络3D游戏中。该系统使用一台摄像机捕获玩家的正面图像以进行3D建模,并且不需要校准和大量手动调整。游戏中的3D人脸模型由3D几何网格物体和2D纹理图像表示。个性化的几何形状网格是通过使原始网格变形并根据玩家的面部特征的相对位置变形而获得的,这些相对位置是从正面图像中自动检测到的。相关纹理图像也从同一图像获得。为了节省存储空间和网络带宽,仅将来自每个玩家的特征数据和纹理数据发送到游戏服务器,然后再发送到其他客户端。最后,玩家可以在多人游戏中看到自己的面孔。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号