Realtime Performance-Based Facial Avatars for Immersive Gameplay

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.


Published in:
Proceedings of the ACM SIGGRAPH Conference on Motion in Games 2013
Presented at:
ACM SIGGRAPH Conference on Motion in Games 2013, Dublin, Ireland, November 7-9, 2013
Year:
2013
Keywords:
Note:
invited paper
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 Record created 2013-09-27, last modified 2018-03-17

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