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An analysis of the current and future state of 3D facial animation techniques and systems

机译:3D面部动画技术和系统的当前和未来状态分析

摘要

Computer facial animation is now being used in a multitude of important fields. It brings a more human, social and dramatic reality to computer games, films and interactive multimedia, and is growing in use and importance. Authoring computer facial animation with complex and subtle expressions is still difficult and fraught with problems. It is currently mostly authored using generalized computer animation techniques, which often limit the quality and quantity of facial animation production. Given additional computer power, facial understanding and software sophistication, new face-centric methods are emerging but typically are immature in nature. This research attempts to define and organizationally categorize current and emerging methods, including surveying facial animation experts to define the current state of the field, perceived bottlenecks and emerging techniques. The thesis culminates in documenting this shared knowledge and making recommendations based on the data gathered, on possible new techniques for next generation, face-centric, computer animation systems.
机译:现在,计算机面部动画已在许多重要领域中使用。它为计算机游戏,电影和交互式多媒体带来了更加人性化,社会化和戏剧化的现实,并且其使用和重要性正在日益增长。用复杂而微妙的表情创作计算机面部动画仍然很困难,并且充满了问题。当前,它主要是使用通用的计算机动画技术创作的,这通常会限制面部动画制作的质量和数量。考虑到额外的计算机功能,面部理解和软件的先进性,新出现的以面部为中心的方法正在出现,但本质上通常并不成熟。这项研究试图对当前和新兴方法进行定义和组织分类,包括对面部动画专家进行调查以定义该领域的当前状态,感知的瓶颈和新兴技术。本文的最终目的是记录这种共享的知识,并根据收集的数据,有关下一代以面部为中心的计算机动画系统的可能新技术提出建议。

著录项

  • 作者

    Liu Chen;

  • 作者单位
  • 年度 2009
  • 总页数
  • 原文格式 PDF
  • 正文语种 English
  • 中图分类

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