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A Dynamic Platform for Developing 3D Facial Avatars in a Networked Virtual Environment

机译:在网络虚拟环境中开发3D头像头像的动态平台

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摘要

Avatar facial expression and animation in 3D collaborative virtual environment (CVE) systems are reconstructed through a complex manipulation of muscles, bones, and wrinkles in 3D space. The need for a fast and easy reconstruction approach has emerged in the recent years due to its application in various domains: 3D disaster management, virtual shopping, and military training. In this work we proposed a new script language based on atomic parametric action to easily produce real-time facial animation. To minimize use of the game engine, we introduced script-based component where the user introduces simple short script fragments to feed the engine with a new animation on the fly. During runtime, when an embedded animation is required, an xml file is created and injected into the game engine without stopping or restarting the engine. The resulting animation method preserves the real-time performance because the modification occurs not through the modification of the 3D code that describes the CVE and its objects but rather through modification of the action scenario that rules when an animation happens or might happen in that specific situation.
机译:3D协作虚拟环境(CVE)系统中的头像面部表情和动画是通过对3D空间中肌肉,骨骼和皱纹的复杂处理而重建的。近年来,由于在3D灾难管理,虚拟购物和军事训练等各个领域中的应用,对快速便捷的重建方法的需求不断增加。在这项工作中,我们提出了一种基于原子参数动作的新脚本语言,可以轻松地产生实时面部动画。为了最大程度地减少游戏引擎的使用,我们引入了基于脚本的组件,用户在其中引入了简单的短脚本片段,以动态地向引擎提供新的动画。在运行时,需要嵌入式动画时,将创建一个xml文件并将其注入游戏引擎,而无需停止或重新启动引擎。最终的动画方法保留了实时性能,因为修改不是通过修改描述CVE及其对象的3D代码进行的,而是通过修改在特定情况下何时或可能发生动画的动作场景进行的。 。

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