• Title/Summary/Keyword: 3D Face Modeling

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A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.6
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    • pp.1333-1337
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    • 2011
  • 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly by the improvement in CPU processing speed of Phones (hardware of smartphone). Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

Analysis of distortion effect of resistivity data due to 3D geometry of fill dam (필댐의 3차원 기하 효과에 따른 전기비저항 왜곡 효과 분석)

  • Oh Seokhoon;Kim Hyoung-Soo
    • 한국지구물리탐사학회:학술대회논문집
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    • 2005.05a
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    • pp.55-58
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    • 2005
  • Low resistivity zone is observed at the lower part of a CFRD (Concrete Face Rockfill Dam). Generally, CFRD tends not to have any saturated zone within the body, but the result of resistivity survey shows that it is possible for the dam to be saturated under 20m depth with water. The level of reservoir was under 10m from the crest. We suspect that this result may come from the wrong 2D inversion process ignoring the 3D geometry of dams. For the analysis of possibility of distortion by different geometry, we perform the 3D forward modeling for the dam and apply the 2D inversion process. And then we check the point of traditional interpretation of resistivity data. By the analysis, it is found that the result of 2D inversion process of 3D geometry of dams, seems to have deep relation with the reservoir level, and the complex 3D structure hide some internal electrical anomaly of dams from resistivity information.

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Analysis of Distortion Effect of Resistivity Data Due to 3D Geometry of Fill Dam (필댐의 3차원 기하 효과에 따른 전기비저항 왜곡 효과 분석)

  • Oh, Seok-Hoon;Kim, Hyoung-Soo
    • Journal of the Korean Geophysical Society
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    • v.8 no.4
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    • pp.211-214
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    • 2005
  • Low resistivity zone is observed at the lower part of a CFRD (Concrete Face Rockfill Dam). Generally, CFRD tends not to have any saturated zone within the body, but the result of resistivity survey shows that it is possible for the dam to be saturated under 20m depth with water. The level of reservoir was under 10 m from the crest. We suspect that this result may come from the wrong 2D inversion process ignoring the 3D geometry of dams. For the analysis of possibility of distortion by different geometry, we perform the 3D forward modeling for the dam and apply the 2D inversion process. And then we check the point of traditional interpretation of resistivity data. By the analysis, it is found that the result of 2D inversion process of 3D geometry of dams, seems to have deep relation with the reservoir level, and the complex 3D structure hide some internal electrical anomaly of dams from resistivity information.

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Integrated 3D Skin Color Model for Robust Skin Color Detection of Various Races (강건한 다인종 얼굴 검출을 위한 통합 3D 피부색 모델)

  • Park, Gyeong-Mi;Kim, Young-Bong
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.1-12
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    • 2009
  • The correct detection of skin color is an important preliminary process in fields of face detection and human motion analysis. It is generally performed by three steps: transforming the pixel color to a non-RGB color space, dropping the illuminance component of skin color, and classifying the pixels by the skin color distribution model. Skin detection depends on by various factors such as color space, presence of the illumination, skin modeling method. In this paper we propose a 3d skin color model that can segment pixels with several ethnic skin color from images with various illumination condition and complicated backgrounds. This proposed skin color model are formed with each components(Y, Cb, Cr) which transform pixel color to YCbCr color space. In order to segment the skin color of several ethnic groups together, we first create the skin color model of each ethnic group, and then merge the skin color model using its skin color probability. Further, proposed model makes several steps of skin color areas that can help to classify proper skin color areas using small training data.

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.300-303
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    • 2011
  • Owing to the improvement in CPU processing speed of Phones (hardware of smartphone), 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly. Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

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3D Face Modeling Using Feature Line Fitting (특징선 정합을 이용한 3차원 얼굴 모델링)

  • 김항기;김황수
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10b
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    • pp.505-507
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    • 2000
  • 본 논문에서는 3차원 머리 모델에 몇 장의 사진으로부터 얻은 텍스쳐를 입혀 실물처럼 보이는 3차원 인물 모델을 얻는 방법을 제시한다. 모델에 사진들을 맞추는 방법으로는 특징선을 정합하는 방법을 사용한다. 모델에는 얼굴의 특징을 나타낼 수 있는 눈/코/입/눈썹 등의 특징선을 지정하였으며 이들을 사진에 정합시킴으로써 모델의 각 부위에 필요한 텍스쳐 영상을 얻는다. 여러 방향에서 본 사진들을 사용함으로써 더욱 정확한 얼굴 모델을 얻을 수 있는데, 이때 모델의 한 면은 여러 장의 사진에서 합성되어야 하는 경우가 생긴다. 이는 각 사진에서 얼굴이 보는 방향과 모델면이 이루는 각을 이용하여 그 사진이 그 면의 텍스쳐에 기여하는 정도를 계산할 수 있다. 이렇게 함으로써 사진을 이용한 저가의 3차원 캡쳐 시스템을 구현할 수 있다.

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Pose Transformation of a Frontal Face Image by Invertible Meshwarp Algorithm (역전가능 메쉬워프 알고리즘에 의한 정면 얼굴 영상의 포즈 변형)

  • 오승택;전병환
    • Journal of KIISE:Software and Applications
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    • v.30 no.1_2
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    • pp.153-163
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    • 2003
  • In this paper, we propose a new technique of image based rendering(IBR) for the pose transformation of a face by using only a frontal face image and its mesh without a three-dimensional model. To substitute the 3D geometric model, first, we make up a standard mesh set of a certain person for several face sides ; front. left, right, half-left and half-right sides. For the given person, we compose only the frontal mesh of the frontal face image to be transformed. The other mesh is automatically generated based on the standard mesh set. And then, the frontal face image is geometrically transformed to give different view by using Invertible Meshwarp Algorithm, which is improved to tolerate the overlap or inversion of neighbor vertexes in the mesh. The same warping algorithm is used to generate the opening or closing effect of both eyes and a mouth. To evaluate the transformation performance, we capture dynamic images from 10 persons rotating their heads horizontally. And we measure the location error of 14 main features between the corresponding original and transformed facial images. That is, the average difference is calculated between the distances from the center of both eyes to each feature point for the corresponding original and transformed images. As a result, the average error in feature location is about 7.0% of the distance from the center of both eyes to the center of a mouth.

Image-based 3D Face Modeling (영상기반 3차원 얼굴 모델링)

  • 민경필;전준철;박구락
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04c
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    • pp.169-171
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    • 2003
  • 현실감 있는 얼굴 모델을 생성하기 위한 방법은 70년대부터 계속되었지만, 얼굴 구조의 복잡성, 색상과 텍스처의 다양한 분포, 잔주름과 같은 미세한 부분을 표현하기 어렵다는 정들로 인해 아직까지도 계속 연구되어지고 있다. 본 논문은 기존의 하드웨어 의존적인 3차원 얼굴 모델을 생성 방법이 아닌 2차원 얼굴 영상만으로 얼굴 모델을 생성하는 방법을 제시한다. 연구 수행 단계는 크게 얼굴 영역 검출 과정과 얼굴 모델링 과정으로 나뉘어지며, 얼굴 영역 검출을 위해 정규화된 TS 색상값과 얼굴의 피부색에 대한 평균과 공분산을 이용한 마할라노비스 거리 측정법을 이용한다. 얼굴 모델링 과정에서는 2차원 영상으로부터 3차원 정보를 추출한 뒤 일반 얼굴 모델에 변형을 주어 모델을 생성한다. 보다 현실감 있는 모델을 생성하기 위해 텍스쳐 매핑 기법을 추가한다. 본 연구를 통해 생성되는 얼굴 모델은 아바타 생성, 화상회의, 인증 시스템과 같은 분야에 적용 가능하며, 입력 영상에 대한 제약점을 줄이고 또한 사람의 손이 거치지 않고 전체적으로 자동화되어 처리할 수 있는 시스템을 제안한다.

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Jewelry Model Cast Elements Evolution with Alignment Angle in DuraForm Rapid Prototyping (쾌속조형 듀라폼 성형체에서의 배치각 변화에 따른 주얼리주조모형의 형상요소변화)

  • Joo, Young-Cheol;Song, Oh-Sung
    • Journal of Korea Foundry Society
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    • v.21 no.5
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    • pp.290-295
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    • 2001
  • We fabricated test samples containing various shape elements and surface roughness checking points for the jewelry cast master patterns by employing the 3D computer aided design (CAD), selective laser sintering (SLS) rapid prototype (RP) with the DuraForm powders. We varied the alignment angle from $0^{\circ}$ to $10^{\circ}$ at a given layer thickness of 0.08 and 0.1mm, respectively, in RP operation. Dimensions of the shape elements as well as values of surface roughness are characterized by an optical microscope and a contact-scanning profilometer. Surface roughness values of the top and vertical face increased as the alignment angle increased, while the other roughness values and shape elements variation were not depending on the alignment angle. The resolution of the shape realization was enhanced as the layer thickness became smaller. The minimum diameter of the hole, common in jewelry design, was 1.2 mm, and the shrinkage became 12% at the 1.6 mm-diameter hole, Our results implied that we face down the proposed design elements with $0^{\circ}$ alignment angle, and consider the shrinkage effect of each shape element in DuraForm RP jewelry modeling.

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PERSONAL SPACE-BASED MODELING OF RELATIONSHIPS BETWEEN PEOPLE FOR NEW HUMAN-COMPUTER INTERACTION

  • Amaoka, Toshitaka;Laga, Hamid;Saito, Suguru;Nakajima, Masayuki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.746-750
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    • 2009
  • In this paper we focus on the Personal Space (PS) as a nonverbal communication concept to build a new Human Computer Interaction. The analysis of people positions with respect to their PS gives an idea on the nature of their relationship. We propose to analyze and model the PS using Computer Vision (CV), and visualize it using Computer Graphics. For this purpose, we define the PS based on four parameters: distance between people, their face orientations, age, and gender. We automatically estimate the first two parameters from image sequences using CV technology, while the two other parameters are set manually. Finally, we calculate the two-dimensional relationship of multiple persons and visualize it as 3D contours in real-time. Our method can sense and visualize invisible and unconscious PS distributions and convey the spatial relationship of users by an intuitive visual representation. The results of this paper can be used to Human Computer Interaction in public spaces.

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