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[Keyword] interactive animation(3hit)

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  • Interactive Facial-Geometric-Feature Animation for Generating Expressions of Novel Faces

    Yang YANG  Zejian YUAN  Nanning ZHENG  Yuehu LIU  Lei YANG  Yoshifumi NISHIO  

     
    PAPER-Computer Graphics

      Vol:
    E94-D No:5
      Page(s):
    1099-1108

    This paper introduces an interactive expression editing system that allows users to design facial expressions easily. Currently, popular example-based methods construct face models based on the examples of target face. The shortcoming of these methods is that they cannot create expressions for novel faces: target faces not previously recorded in the database. We propose a solution to overcome this limitation. We present an interactive facial-geometric-feature animation system for generating expressions of novel faces. Our system is easy to use. By click-dragging control points on the target face, on the computer screen display, unique expressions are generated automatically. To guarantee natural animation results, our animation model employs prior knowledge based on various individuals' expressions. One model prior is learned from motion vector fields to guarantee effective facial motions. Another, different, model prior is learned from facial shape space to ensure the result has a real facial shape. Interactive animation problem is formulated in a maximum a posterior (MAP) framework to search for optimal results by combining the priors with user-defined constraints. We give an extension of the Motion Propagation (MP) algorithm to infer facial motions for novel target faces from a subset of the control points. Experimental results on different facial animations demonstrate the effectiveness of the proposed method. Moreover, one application of our system is exhibited in this paper, where users create expressions for facial sketches interactively.

  • Prototyping Tool for Web-Based Multiuser Online Role-Playing Game

    Shusuke OKAMOTO  Masaru KAMADA  Tatsuhiro YONEKURA  

     
    LETTER-Interface Design

      Vol:
    E91-D No:6
      Page(s):
    1700-1703

    This letter proposes a prototyping tool for Web-based Multiuser Online Role-Playing Game (MORPG). The design goal is to make this tool simple and powerful. The tool is comprised of a GUI editor, a translator and a runtime environment. The GUI editor is used to edit state-transition diagrams, each of which defines the behavior of the fictional characters. The state-transition diagrams are translated into C program codes, which plays the role of a game engine in RPG system. The runtime environment includes PHP, JavaScript with Ajax and HTML. So the prototype system can be played on the usual Web browser, such as Firefox, Safari and IE. On a click or key press by a player, the Web browser sends it to the Web server to reflect its consequence on the screens which other players are looking at. Prospected users of this tool include programming novices and schoolchildren. The knowledge or skill of any specific programming languages is not required to create state-transition diagrams. Its structure is not only suitable for the definition of a character behavior but also intuitive to help novices understand. Therefore, the users can easily create Web-based MORPG system with the tool.

  • Disparity Mapping Technique and Fast Rendering Technique for Image Morphing

    Toshiyuki MORITSU  Makoto KATO  

     
    PAPER-Computer Graphics

      Vol:
    E83-D No:2
      Page(s):
    275-282

    We have developed a new disparity mapping technique for image morphing which prevents synthesized images from blurring and a fast rendering technique which realizes interactive morphing animation. In the image morphing rendering process, all pixels are moved according to their disparity maps and then distorted images are mixed with each other. Calculation costs of this process tend to be high because pixel per pixel moving and mixing are included. And if the accuracy of the disparity maps is low, synthesized images become blurred. This paper describes new two techniques for overcoming these problems. One is a disparity mapping technique by which the edges in each input image are accurately mapped to each other. This technique reduces blurring in synthesized images. The other is a data transformation technique by which the morphing rendering process is replaced with texture mapping, orthographic camera, α-brending and z-buffering. This transformation enables the morphing rendering process to be accelerated by 3D accelerators, thus enabling interactive morphing animations to be achieved on ordinary PCs.