首页> 外文期刊>International journal of virtual communities and social networking. 46 13 |a IJVCSN >An Extensible Game Engine to Develop Animated Facial Avatars in 3D Virtual Environment
【24h】

An Extensible Game Engine to Develop Animated Facial Avatars in 3D Virtual Environment

机译:可扩展的游戏引擎,可在3D虚拟环境中开发动画面部头像

获取原文
获取原文并翻译 | 示例
           

摘要

Avatar facial expression and animation in 3D Collaborative Virtual Environment (CVE) systems are reconstructed through a complex manipulation of all details that compose it like muscles, bones and wrinkles in 3D space. The need for a fast and easy reconstruction approach has emerged out in the recent years due to its application in various domains; 3D disaster management and military training etc. These details simulation must be as realistic as possible to convey different emotions according to the constantly changing situations in CVE during the runtime. For example, in 3D disaster management, it is important to use dynamic avatar emotions; firefighters should be frightened when dealing with a fire disaster and smiling when treating injures and evacuating habitants. However, the solution of facial animation remains a challenge that restricts the rapid and ease development of facial animation systems. In this work, the author presents extensible game engine architecture to easily produce real-time facial animations using a script atomic action without having to deal with control structures and 3D programing language. The proposed architecture defines various controllers, object behaviors, tactical and graphics rendering, and collision effects to quickly design 3D virtual environment. Firstly, the author gives the concept of atomic expression, and the method to build a parametrized script file according to the atomic expression. Then the author shows the validity of the generated expressions based on the MPEG-4 facial animation framework. Finally, the feasibility of the proposed architecture is tested via a firefighter scenario. The author's approach has the advantages over previous techniques of fitting directly an easy and faster technology with a high degree of programming independence. The author also minimizes the interaction with the game engine during the runtime by injecting dynamically the XML file into the game engine without stopping or restarting the engine.
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构成其的所有细节(如3D空间中的肌肉,骨骼和皱纹)的复杂操作进行重建的。近年来,由于其在各个领域中的应用,已经出现了对快速便捷的重建方法的需求。 3D灾难管理和军事训练等。这些细节模拟必须尽可能逼真,以根据运行时CVE中不断变化的情况传达不同的情感。例如,在3D灾难管理中,使用动态头像情感很重要;处理火灾时应惊吓消防员,处理伤害和疏散居民时应笑容。但是,面部动画的解决方案仍然是一个挑战,它限制了面部动画系统的快速和便捷开发。在这项工作中,作者提出了一种可扩展的游戏引擎体系结构,以使用脚本原子动作轻松生成实时面部动画,而无需处理控制结构和3D编程语言。所提出的体系结构定义了各种控制器,对象行为,战术和图形渲染以及碰撞效果,以快速设计3D虚拟环境。首先,作者给出了原子表达的概念,以及根据原子表达建立参数化脚本文件的方法。然后作者展示了基于MPEG-4面部动画框架生成的表情的有效性。最后,通过消防员场景测试了所提出架构的可行性。与以前的技术相比,作者的方法具有以下优点:直接适合于简单且快速的技术,并且具有高度的编程独立性。作者还通过将XML文件动态注入到游戏引擎中而无需停止或重新启动引擎,从而在运行时最大程度地减少了与游戏引擎的交互。

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