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dc.contributor.authorIonita, Mircea C.en
dc.contributor.authorCorcoran, Peteren
dc.date.accessioned2010-11-19T12:37:24Zen
dc.date.available2010-11-19T12:37:24Zen
dc.date.issued2009-10-23en
dc.identifier.citationIonita, 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.isbn978-1-4244-4459-5en
dc.identifier.urihttp://hdl.handle.net/10379/1435en
dc.description.abstractMaking 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.formatapplication/pdfen
dc.publisherIEEEen
dc.rightsAttribution-NonCommercial-NoDerivs 3.0 Ireland
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/3.0/ie/
dc.subjectAvatarsen
dc.subjectComputer animationen
dc.subjectComputer gamesen
dc.subject2D statistical face modelen
dc.subjectActive appearance modelen
dc.subjectReal-time animated avataren
dc.subjectVideo gamingen
dc.subjectElectrical and Electronic Engineeringen
dc.titleAppearance capturing and animation techniques for realistic, true-identity gaming avatarsen
dc.typeConference Paperen
dc.local.publishedsourcehttp://dx.doi.org/10.1109/ICEGIC.2009.5293604en
dc.description.peer-reviewedpeer-revieweden
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Attribution-NonCommercial-NoDerivs 3.0 Ireland
Except where otherwise noted, this item's license is described as Attribution-NonCommercial-NoDerivs 3.0 Ireland