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.
| Original language | English (Ireland) |
|---|---|
| Title of host publication | Appearance Capturing and Animation Techniques for Realistic, True-Identity Gaming Avatars |
| Number of pages | 2 |
| Publication status | Published - 1 Sep 2009 |
Authors (Note for portal: view the doc link for the full list of authors)
- Authors
- Ionita, MC,Corcoran, P,