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Appearance capturing and animation techniques for realistic, true-identity gaming avatars

ARAN - Access to Research at NUI Galway

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dc.contributor.author Ionita, Mircea C. en
dc.contributor.author Corcoran, Peter en
dc.date.accessioned 2010-11-19T12:37:24Z en
dc.date.available 2010-11-19T12:37:24Z en
dc.date.issued 2009-10-23 en
dc.identifier.citation Ionita, M. C., & Corcoran, P. (2009). Appearance capturing and animation techniques for realistic, true-identity gaming avatars. Paper presented at the Games Innovations Conference, 2009. ICE-GIC 2009. en
dc.identifier.isbn 978-1-4244-4459-5 en
dc.identifier.uri http://hdl.handle.net/10379/1435 en
dc.description.abstract Making use of a class of 2D statistical face models known as active appearance models (AAMs), we investigate a technique for generating real-time animated avatars suitable for video gaming. We consider here a number of improvements of these models in order to make them more robust to varying environmental conditions, as well as to reduce the computational load such that to become adapted for real-time implementations. en
dc.format application/pdf en
dc.publisher IEEE en
dc.subject Avatars en
dc.subject Computer animation en
dc.subject Computer games en
dc.subject 2D statistical face model en
dc.subject Active appearance model en
dc.subject Real-time animated avatar en
dc.subject Video gaming en
dc.subject Electrical and Electronic Engineering en
dc.title Appearance capturing and animation techniques for realistic, true-identity gaming avatars en
dc.type Conference Paper en
dc.local.publishedsource http://dx.doi.org/10.1109/ICEGIC.2009.5293604 en
dc.description.peer-reviewed peer-reviewed en

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