Detailed Information on Publication Record
2015
Generation of variable human faces from 3D scan dataset
CHALÁS, Igor, Zuzana FERKOVÁ, Katarína FURMANOVÁ, Jiří SOCHOR, Barbora KOZLÍKOVÁ et. al.Basic information
Original name
Generation of variable human faces from 3D scan dataset
Authors
CHALÁS, Igor (703 Slovakia, guarantor, belonging to the institution), Zuzana FERKOVÁ (703 Slovakia, belonging to the institution), Katarína FURMANOVÁ (703 Slovakia, belonging to the institution), Jiří SOCHOR (203 Czech Republic, belonging to the institution) and Barbora KOZLÍKOVÁ (203 Czech Republic, belonging to the institution)
Edition
Skovde, Sweden, In Proceedings of the 7th International Conference on Games and Virtual Worlds for Serious Applications, p. 38-45, 8 pp. 2015
Publisher
IEEE Computer Society
Other information
Language
English
Type of outcome
Stať ve sborníku
Field of Study
10201 Computer sciences, information science, bioinformatics
Country of publisher
Sweden
Confidentiality degree
není předmětem státního či obchodního tajemství
Publication form
storage medium (CD, DVD, flash disk)
RIV identification code
RIV/00216224:14330/15:00083735
Organization unit
Faculty of Informatics
ISBN
978-1-4799-8102-1
UT WoS
000380426500020
Keywords in English
facial composite; 3D face model; personal identification; crowd simulation; gaming
Tags
International impact, Reviewed
Změněno: 1/9/2017 20:58, RNDr. Igor Chalás
Abstract
V originále
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.