• Title/Summary/Keyword: 3D face generation

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Three-dimensional Face Recognition based on Feature Points Compression and Expansion

  • Yoon, Andy Kyung-yong;Park, Ki-cheul;Park, Sang-min;Oh, Duck-kyo;Cho, Hye-young;Jang, Jung-hyuk;Son, Byounghee
    • Journal of Multimedia Information System
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    • v.6 no.2
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    • pp.91-98
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    • 2019
  • Many researchers have attempted to recognize three-dimensional faces using feature points extracted from two-dimensional facial photographs. However, due to the limit of flat photographs, it is very difficult to recognize faces rotated more than 15 degrees from original feature points extracted from the photographs. As such, it is difficult to create an algorithm to recognize faces in multiple angles. In this paper, it is proposed a new algorithm to recognize three-dimensional face recognition based on feature points extracted from a flat photograph. This method divides into six feature point vector zones on the face. Then, the vector value is compressed and expanded according to the rotation angle of the face to recognize the feature points of the face in a three-dimensional form. For this purpose, the average of the compressibility and the expansion rate of the face data of 100 persons by angle and face zone were obtained, and the face angle was estimated by calculating the distance between the middle of the forehead and the tail of the eye. As a result, very improved recognition performance was obtained at 30 degrees of rotated face angle.

Shrink-Wrapped Boundary Face Algorithm for Surface Reconstruction from Unorganized 3D Points (비정렬 3차원 측정점으로부터의 표면 재구성을 위한 경계면 축소포장 알고리즘)

  • 최영규;구본기;진성일
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.10
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    • pp.593-602
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    • 2004
  • A new surface reconstruction scheme for approximating the surface from a set of unorganized 3D points is proposed. Our method, called shrink-wrapped boundary face (SWBF) algorithm, produces the final surface by iteratively shrinking the initial mesh generated from the definition of the boundary faces. Proposed method surmounts the genus-0 spherical topology restriction of previous shrink-wrapping based mesh generation technique, and can be applicable to any kind of surface topology. Furthermore, SWBF is much faster than the previous one since it requires only local nearest-point-search in the shrinking process. According to experiments, it is proved to be very robust and efficient for mesh generation from unorganized points cloud.

3D Volumetric Capture-based Dynamic Face Production for Hyper-Realistic Metahuman (극사실적 메타휴먼을 위한 3D 볼류메트릭 캡쳐 기반의 동적 페이스 제작)

  • Oh, Moon-Seok;Han, Gyu-Hoon;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.751-761
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    • 2022
  • With the development of digital graphics technology, the metaverse has become a significant trend in the content market. The demand for technology that generates high-quality 3D (dimension) models is rapidly increasing. Accordingly, various technical attempts are being made to create high-quality 3D virtual humans represented by digital humans. 3D volumetric capture is spotlighted as a technology that can create a 3D manikin faster and more precisely than the existing 3D model creation method. In this study, we try to analyze 3D high-precision facial production technology based on practical cases of the difficulties in content production and technologies applied in volumetric 3D and 4D model creation. Based on the actual model implementation case through 3D volumetric capture, we considered techniques for 3D virtual human face production and producted a new metahuman using a graphics pipeline for an efficient human facial generation.

Online Face Avatar Motion Control based on Face Tracking

  • Wei, Li;Lee, Eung-Joo
    • Journal of Korea Multimedia Society
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    • v.12 no.6
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    • pp.804-814
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    • 2009
  • In this paper, a novel system for avatar motion controlling by tracking face is presented. The system is composed of three main parts: firstly, LCS (Local Cluster Searching) method based face feature detection algorithm, secondly, HMM based feature points recognition algorithm, and finally, avatar controlling and animation generation algorithm. In LCS method, face region can be divided into many small piece regions in horizontal and vertical direction. Then the method will judge each cross point that if it is an object point, edge point or the background point. The HMM method will distinguish the mouth, eyes, nose etc. from these feature points. Based on the detected facial feature points, the 3D avatar is controlled by two ways: avatar orientation and animation, the avatar orientation controlling information can be acquired by analyzing facial geometric information; avatar animation can be generated from the face feature points smoothly. And finally for evaluating performance of the developed system, we implement the system on Window XP OS, the results show that the system can have an excellent performance.

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Style Synthesis of Speech Videos Through Generative Adversarial Neural Networks (적대적 생성 신경망을 통한 얼굴 비디오 스타일 합성 연구)

  • Choi, Hee Jo;Park, Goo Man
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.11
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    • pp.465-472
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    • 2022
  • In this paper, the style synthesis network is trained to generate style-synthesized video through the style synthesis through training Stylegan and the video synthesis network for video synthesis. In order to improve the point that the gaze or expression does not transfer stably, 3D face restoration technology is applied to control important features such as the pose, gaze, and expression of the head using 3D face information. In addition, by training the discriminators for the dynamics, mouth shape, image, and gaze of the Head2head network, it is possible to create a stable style synthesis video that maintains more probabilities and consistency. Using the FaceForensic dataset and the MetFace dataset, it was confirmed that the performance was increased by converting one video into another video while maintaining the consistent movement of the target face, and generating natural data through video synthesis using 3D face information from the source video's face.

Face Texture Generation using an Image Alignment Algorithm based on Variable-Sized Blocks of Cylindrical Prototype Model (실린더형 원형모델의 가변적 블록크기를 기반으로 하는 영상정렬 알고리즘을 이용한 얼굴 텍스쳐 생성)

  • Lee, Joong-Jae;Choi, Hyung-Il
    • Journal of KIISE:Software and Applications
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    • v.28 no.11
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    • pp.855-863
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    • 2001
  • We propose an image alignment algorithm based on variable-sized blocks of cylindrical prototype model to generate a face texture for a realistic 3D face model. This is a block matching algorithm which aligns 2D images of a 3D cylindrical model using th correlation between them. While matching blocks, it does not use same sized blocks with considering a curvature of 3D model. And we make a texture of aligned images using a technique of image mosaic. For this purpose, we stitch them with assigning linear weights according to the overlapped region and using the cross-dissolve technique.

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Automatic Generation of 3D Face Model from Trinocular Images (Trinocular 영상을 이용한 3D 얼굴 모델 자동 생성)

  • Yi, Kwang-Do;Ahn, Sang-Chul;Kwon, Yong-Moo;Ko, Han-Seok;Kim, Hyoung-Gon
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.36S no.7
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    • pp.104-115
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    • 1999
  • This paper proposes an efficient method for 3D modeling of a human face from trinocular images by reconstructing face surface using range data. By using a trinocular camera system, we mitigated the tradeoff between the occlusion problem and the range resolution limitation which is the critical limitation in binocular camera system. We also propose an MPC_MBS (Matching Pixel Count Multiple Baseline Stereo) area-based matching method to reduce boundary overreach phenomenon and to improve both of accuracy and precision in matching. In this method, the computing time can be reduced significantly by removing the redundancies. In the model generation sub-pixel accurate surface data are achieved by 2D interpolation of disparity values, and are sampled to make regular triangular meshes. The data size of the triangular mesh model can be controlled by merging the vertices that lie on the same plane within user defined error threshold.

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Mouth Shape Trajectory Generation Using Hangul Phoneme Analysis (한글 음절 분류를 통한 입 모양 궤적 생성)

  • 박유신;김종수;김태용;최종수
    • Proceedings of the IEEK Conference
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    • 2003.11a
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    • pp.53-56
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    • 2003
  • In this paper, we propose a new method which generates the trajectory of the mouth shape for the characters by the user inputs. It is based on the character at a basis syllable and can be suitable to the mouth shape generation. In this paper, we understand the principle of the Korean language creation and find the similarity for the form of the mouth shape and select it as a basic syllable. We also consider the articulation of this phoneme for it and create a new mouth shape trajectory and apply at face of an 3D avatar.

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Double Enveloping Worm Thread Tooth Machining Study using Full Face Contact Cutting Tool (전체면 접촉 절삭공구를 이용한 장구형 웜나사 치형가공 연구)

  • Kang, S.J.;Kim, Y.H.
    • Transactions of Materials Processing
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    • v.29 no.3
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    • pp.144-150
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    • 2020
  • In this paper, we propose the generation of a double enveloping worm thread profile with a non-developable ruled surface. Thread surface machining cuts all the way from the tip to the tooth root at one time, like full-face contact machining, rather than cutting several times like point machining. This cutting can reduce the cutting duration and achieve the smooth surface that does not require a grinding process for the threaded surface. The mathematical model of the cutting process was developed from theoretical equations, and the tooth surface was generated using two parameters and modeled in the CATIA using the generated Excel data. Additionally, the machining process of the worm was simulated in a numerical control simulation system. To verify the validity of the proposed method, the deviation between the modeling and the workpiece was measured using a 3D measuring machine.

Facial Animation Generation by Korean Text Input (한글 문자 입력에 따른 얼굴 에니메이션)

  • Kim, Tae-Eun;Park, You-Shin
    • The Journal of the Korea institute of electronic communication sciences
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    • v.4 no.2
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    • pp.116-122
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    • 2009
  • In this paper, we propose a new method which generates the trajectory of the mouth shape for the characters by the user inputs. It is based on the character at a basis syllable and can be suitable to the mouth shape generation. In this paper, we understand the principle of the Korean language creation and find the similarity for the form of the mouth shape and select it as a basic syllable. We also consider the articulation of this phoneme for it and create a new mouth shape trajectory and apply at face of an 3D avatar.

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