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Physically-based facial modeling and animation with unity3d game engine

  • Beihang University

Research output: Chapter in Book/Report/Conference proceeding › Conference contribution › peer-review

Abstract

Facial expression plays a fundamental role in conveying emotions to a 3D virtual character. This paper presents an automatic and effective approach for 3D face segmentation, feature extraction, rigging and animation. The 3D model we used is a triangular mesh model in OBJ file format. Combining the position information and neighbor coordinates of the points, the facial segmentation and feature extraction can be finished based on Gaussian curvature, shape indexes and face geometry. Furthermore, face rigging mainly includes two sub-models: skeleton and muscle model. Our rigging method is general that people can define their own rig and then quickly apply it to different model. Finally, the rigging model can be driven by emotion data in BVH file format. Also, to validate our approach, we have achieved in running experimentations on 3D facial in Unity3D engine. The result illustrates that our approach is usable and effective.

Original languageEnglish
Title of host publicationModeling, Design and Simulation of Systems - 17th Asia Simulation Conference, AsiaSim 2017, Proceedings
EditorsMohamed Sultan Mohamed Ali, Herman Wahid, Nurul Adilla Mohd Subha, Shafishuhaza Sahlan, Mohd Amri Md. Yunus, Ahmad Ridhwan Wahap
PublisherSpringer Verlag
Pages393-404
Number of pages12
ISBN (Print)9789811065019
DOIs
StatePublished - 2017
Event17th International Conference on Asia Simulation, AsiaSim 2017 - Melaka, Malaysia
Duration: 27 Aug 2017 → 29 Aug 2017

Publication series

NameCommunications in Computer and Information Science
Volume752
ISSN (Print)1865-0929

Conference

Conference17th International Conference on Asia Simulation, AsiaSim 2017
Country/TerritoryMalaysia
CityMelaka
Period27/08/17 → 29/08/17

Keywords

  • 3D facial segmentation
  • Facial animation
  • Feature extraction
  • Rig

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