CHALÁS, Igor, Zuzana FERKOVÁ, Katarína FURMANOVÁ, Jiří SOCHOR a Barbora KOZLÍKOVÁ. Generation of variable human faces from 3D scan dataset. In In Proceedings of the 7th International Conference on Games and Virtual Worlds for Serious Applications. Skovde, Sweden: IEEE Computer Society, 2015. s. 38-45. ISBN 978-1-4799-8102-1. doi:10.1109/VS-GAMES.2015.7295777.
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Základní údaje
Originální název Generation of variable human faces from 3D scan dataset
Autoři CHALÁS, Igor (703 Slovensko, garant, domácí), Zuzana FERKOVÁ (703 Slovensko, domácí), Katarína FURMANOVÁ (703 Slovensko, domácí), Jiří SOCHOR (203 Česká republika, domácí) a Barbora KOZLÍKOVÁ (203 Česká republika, domácí).
Vydání Skovde, Sweden, In Proceedings of the 7th International Conference on Games and Virtual Worlds for Serious Applications, od s. 38-45, 8 s. 2015.
Nakladatel IEEE Computer Society
Další údaje
Originální jazyk angličtina
Typ výsledku Stať ve sborníku
Obor 10201 Computer sciences, information science, bioinformatics
Stát vydavatele Švédsko
Utajení není předmětem státního či obchodního tajemství
Forma vydání paměťový nosič (CD, DVD, flash disk)
Kód RIV RIV/00216224:14330/15:00083735
Organizační jednotka Fakulta informatiky
ISBN 978-1-4799-8102-1
Doi http://dx.doi.org/10.1109/VS-GAMES.2015.7295777
UT WoS 000380426500020
Klíčová slova anglicky facial composite; 3D face model; personal identification; crowd simulation; gaming
Štítky best3, firank_B
Příznaky Mezinárodní význam, Recenzováno
Změnil Změnil: RNDr. Igor Chalás, učo 172798. Změněno: 1. 9. 2017 20:58.
Anotace
Generating human faces is an important task in many research and application fields, including the gaming industry. When the scene contains many characters, it becomes impracticable to create all individual characters manually. On the other hand, the requirement for the different appearance of faces of individuals in a crowd is now more in demand. In this paper we propose our solution to the automatic generation of human faces. Our solution synthesizes facial parts coming from scans of real human faces; a process that is completely automatic. However, the user has the possibility to further adjust the composite by designing replacements, leading to a desired appearance. The final composite can be exported and attached to a given avatar. As the perception of the variability of resulting composites is in our focus as well, we also present results of the user study which was designed for this purpose. The study aims to reveal the minimal changes of the facial parts which are necessary to make in order to perceive a given facial model as different from the original one.
VytisknoutZobrazeno: 19. 3. 2024 10:38