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A Video Based Personalized Face Model Generation Approach for Network 3D Games

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Entertainment Computing - ICEC 2005 (ICEC 2005)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 3711))

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Abstract

We have developed a fast generation system for personalized 3D face model and plan to apply it in network 3D games. This system uses one video camera to capture player’s frontal face image for 3D modeling and dose not need calibration and plentiful manual tuning. The 3D face model in games is represented by a 3D geometry mesh and a 2D texture image. The personalized geometry mesh is obtained by deforming an original mesh with the relative positions of the player’s facial features, which are automatically detected from the frontal image. The relevant texture image is also obtained from the same image. In order to save storage space and network bandwidth, only the feature data and texture data from each player are sent to the game server and then to other clients. Finally, players can see their own faces in multiplayer games.

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© 2005 IFIP International Federation for Information Processing

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Zeng, X., Yao, J., Zhang, M., Wang, Y. (2005). A Video Based Personalized Face Model Generation Approach for Network 3D Games. In: Kishino, F., Kitamura, Y., Kato, H., Nagata, N. (eds) Entertainment Computing - ICEC 2005. ICEC 2005. Lecture Notes in Computer Science, vol 3711. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11558651_23

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  • DOI: https://doi.org/10.1007/11558651_23

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-29034-6

  • Online ISBN: 978-3-540-32054-8

  • eBook Packages: Computer ScienceComputer Science (R0)

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