D 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

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.