CHALÁS, Igor, Zuzana FERKOVÁ, Katarína FURMANOVÁ, Jiří SOCHOR and 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, p. 38-45. ISBN 978-1-4799-8102-1. Available from: https://dx.doi.org/10.1109/VS-GAMES.2015.7295777.
Other formats:   BibTeX LaTeX RIS
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
Original language English
Type of outcome Proceedings paper
Field of Study 10201 Computer sciences, information science, bioinformatics
Country of publisher Sweden
Confidentiality degree is not subject to a state or trade secret
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
Doi http://dx.doi.org/10.1109/VS-GAMES.2015.7295777
UT WoS 000380426500020
Keywords in English facial composite; 3D face model; personal identification; crowd simulation; gaming
Tags best3, firank_B
Tags International impact, Reviewed
Changed by Changed by: RNDr. Igor Chalás, učo 172798. Changed: 1/9/2017 20:58.
Abstract
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.
PrintDisplayed: 26/4/2024 11:25