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To Stylize or not to Stylize? The Effect of Shape and Material Stylization on the Perception of Computer-Generated Faces

机译:进行样式化还是不进行样式化?形状和材质样式对计算机生成的面部感知的影响

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Virtual characters contribute strongly to the entire visuals of 3D animatedrnfilms. However, designing believable characters remains arnchallenging task. Artists rely on stylization to increase appeal orrnexpressivity, exaggerating or softening specific features. In this paperrnwe analyze two of the most influential factors that define howrna character looks: shape and material. With the help of artists, werndesign a set of carefully crafted stimuli consisting of different stylizationrnlevels for both parameters, and analyze how different combinationsrnaffect the perceived realism, appeal, eeriness, and familiarityrnof the characters. Moreover, we additionally investigate howrnthis affects the perceived intensity of different facial expressionsrn(sadness, anger, happiness, and surprise). Our experiments revealrnthat shape is the dominant factor when rating realism and expressionrnintensity, while material is the key component for appeal. Furthermorernour results show that realism alone is a bad predictor forrnappeal, eeriness, or attractiveness.
机译:虚拟角色对3D动画电影的整体视觉效果有很大贡献。但是,设计可信的角色仍然是艰巨的任务。艺术家依靠样式化来提高吸引力或表达能力,夸大或柔化特定功能。在本文中,我们分析了定义角色外观的两个最有影响力的因素:形状和材料。在艺术家的帮助下,我们为这两个参数设计了一组精心制作的刺激,这些刺激由不同的样式化级别组成,并分析了不同的组合如何影响角色的感知现实感,吸引力,兴致和熟悉度。此外,我们还研究了这如何影响不同面部表情(悲伤,愤怒,幸福和惊奇)的感知强度。我们的实验表明,形状是评估真实感和表达强度的主要因素,而材料是吸引人的关键因素。更进一步的结果表明,仅现实主义是不良反应的预测指标,它不代表人的吸引力,暴躁或吸引力。

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