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face recognition research papers 2015 IEEE PAPER

- Understand 3D face modeling and animation and applications to speech-driven lip movement in an audio-visual avatar (synthetic talking head) (,)

IEEE PAPER face recognition IEEE PAPER AND ENGINEERING RESEARCH PAPERS 2015

A typical example of a facial animation development pipeline might involve 3D acquisition of the shape of an actor's face in various poses over time, rigid and non-rigid registration of the resulting surface representations, retargeting of the poses to an existing facial model, collecting motion data from the actor during speech and emotional expression, synthesizing new motion sequences on the facial model based on an analysis of that data, and evaluating the realism of the resulting synthesis.

ELECTRONICS ENGINEERING PRESENTATION TOPICS

SIGGRAPH 2017 Papers - Real-Time Rendering

- Understand 3D face modeling and animation and applications to speech-driven lip movement in an audio-visual avatar (synthetic talking head) (,)

Especially, face texture reconstruction based on a patch tiling succeeds to produce a photo-realistic face animation especially including a 3D inner mouth expression using a data-driven approach. This method also contributes to generate a hyper resolution or de-blurred face image to improve an averaging or interpolated face image quality. “Detail-ization” has succeeds to produce a very photo-realistic speech production animation in which audience cannot find the difference between a CG generated face or a video captured face. “Character Transfer” is also a key technology to produce a very impressive face deformation and retargeting technique by keeping an original identity of characters as well as an animator’s hand crafted work with much fewer key faces than normal blend-shape animation. This team is also contributing to make a photo-realistic texture automatically from a hand written sketch or caricature, a photo-realistic aging simulation based on a skin quality considering personal wrinkles estimated from the location of smile wrinkles, a natural control method of gaze and head angle in a game character considering the location of a saliency of scenes and etc.

SIGGRAPH 2017 papers on the web

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