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Real-time performance-driven facial animation with 3ds Max and Kinect

机译:使用3ds Max和Kinect实时执行性能驱动的面部动画

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This paper presents a novel performance-driven realtime facial animation system with 3ds Max and Kinect. The user performs in a natural environment without any marker, and the 3D facial video of the user is captured with Kinect. The 2D key facial points are tracked with improved Active Appearance Model, and a set of Action Units are derived with the iterative closest point algorithm. Based on the two rough regions of eyes, we performed extra operations to track blinks and pupil motions. The data of Action Units are transmitted as control parameters using the Musical Instrument Device Interface communication protocol to drive the skeleton-based skinning facial model rendering with 3ds Max. The prototype system has been developed and tested on a common PC platform. Experimental results demonstrated that the digital avatar can mimic general apparent facial expressions of the performer, and the facial animation can reach 30 frames per second as the video capture rate.
机译:本文介绍了一种使用3ds Max和Kinect的新型性能驱动的实时面部动画系统。用户在没有任何标记的自然环境中表演,并且用Kinect捕获用户的3D面部视频。使用改进的主动外观模型跟踪2D关键面部点,并使用迭代最近点算法导出一组动作单元。基于眼睛的两个粗糙区域,我们执行了额外的操作来跟踪眨眼和瞳孔运动。使用“乐器设备接口”通信协议将“动作单元”的数据作为控制参数进行传输,以使用3ds Max驱动基于骨骼的皮肤面部模型渲染。原型系统已在通用PC平台上开发和测试。实验结果表明,该数字化身可以模仿表演者的一般面部表情,并且该面部动画作为视频捕获速率可以达到每秒30帧。

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