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Real-time performance-driven facial animation with 3ds Max and Kinect

机译:具有3ds Max和Kinect的实时性能驱动的面部动画

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This paper presents a novel performance-driven realtime facial animation system with 3ds Max and Kinect. The user performs in a natural environment without any marker, and the 3D facial video of the user is captured with Kinect. The 2D key facial points are tracked with improved Active Appearance Model, and a set of Action Units are derived with the iterative closest point algorithm. Based on the two rough regions of eyes, we performed extra operations to track blinks and pupil motions. The data of Action Units are transmitted as control parameters using the Musical Instrument Device Interface communication protocol to drive the skeleton-based skinning facial model rendering with 3ds Max. The prototype system has been developed and tested on a common PC platform. Experimental results demonstrated that the digital avatar can mimic general apparent facial expressions of the performer, and the facial animation can reach 30 frames per second as the video capture rate.
机译:本文介绍了一种新颖性能驱动的实时面部动画系统,具有3ds Max和Kinect。用户在没有任何标记的自然环境中执行,并且使用Kinect捕获用户的3D面部视频。通过改进的主动外观模型跟踪2D关键面部点,并且通过迭代最接近点算法导出一组动作单元。基于两个粗糙的眼睛区域,我们执行了额外的操作来跟踪眨眼和瞳孔运动。动作单位的数据使用乐器设备接口通信协议作为控制参数传输,以驱动基于骨架的剥皮面部模型渲染,其中3ds max。原型系统已在公共PC平台上开发和测试。实验结果表明,数字化身可以模仿表演者的一般表情,并且面部动画可以达到每秒30帧作为视频捕获率。

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