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  4. Realtime Performance-Based Facial Avatars for Immersive Gameplay
 
conference paper

Realtime Performance-Based Facial Avatars for Immersive Gameplay

Pauly, Mark  
2013
Proceedings of the ACM SIGGRAPH Conference on Motion in Games 2013
ACM SIGGRAPH Conference on Motion in Games 2013

This paper discusses how realtime face tracking and performance-based animation can facilitate new ways of interaction for computer gaming and other online applications. We identify a number of requirements for realtime face capture and animation systems, and show how recent progress in tracking algorithms advances towards satisfying these requirements. Performance-based animation has the potential to significantly enrich the emotional experience of in-game communication through live avatars that are controlled directly by the facial expressions of a recorded user. We briefly outline other potential use scenarios of realtime face tracking systems and conclude with a discussion of future research challenges.

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