Defining cost-effective workflow for a photorealistic 3D character based on a real person using a metahuman framework

Igor Fijat, Neda Milić Keresteš, Bojan Banjanin
{"title":"Defining cost-effective workflow for a photorealistic 3D character based on a real person using a metahuman framework","authors":"Igor Fijat, Neda Milić Keresteš, Bojan Banjanin","doi":"10.24867/grid-2022-p31","DOIUrl":null,"url":null,"abstract":"The average estimated time for creating a realistic human-like 3D game character using traditional workflow is approximately one hundred hours. Creating corresponding facial animations for the persuasive narrative of 3D characters is even more time-consuming. The manuscript explores the possibilities of creating a personalized digital character according to an actual person within the newlydeveloped technology. The goal of the work involves defining guidelines for the workflow of generating a personalized three-dimensional character based on a real person in the MetaHuman framework. The given detailed insight into the state-of-the-art methodology for creating game characters ensures understanding and reproducibility within a timeframe that is ten times shorter compared to the standard 3D character design workflow.","PeriodicalId":107864,"journal":{"name":"Proceedings - The Eleventh International Symposium GRID 2022","volume":"61 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings - The Eleventh International Symposium GRID 2022","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24867/grid-2022-p31","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

The average estimated time for creating a realistic human-like 3D game character using traditional workflow is approximately one hundred hours. Creating corresponding facial animations for the persuasive narrative of 3D characters is even more time-consuming. The manuscript explores the possibilities of creating a personalized digital character according to an actual person within the newlydeveloped technology. The goal of the work involves defining guidelines for the workflow of generating a personalized three-dimensional character based on a real person in the MetaHuman framework. The given detailed insight into the state-of-the-art methodology for creating game characters ensures understanding and reproducibility within a timeframe that is ten times shorter compared to the standard 3D character design workflow.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
定义一个具有成本效益的工作流程,基于一个真实的人使用超人类框架的3D角色
使用传统工作流程创建逼真的类人3D游戏角色的平均估计时间约为100小时。为具有说服力的3D角色叙事创造相应的面部动画则更加耗时。手稿探讨了在新开发的技术中根据真人创建个性化数字角色的可能性。这项工作的目标包括定义在MetaHuman框架中基于真人生成个性化三维角色的工作流程的指导方针。对于创造游戏角色的最先进方法的详细见解确保了在比标准3D角色设计工作流程短十倍的时间框架内的理解和再现性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Defining cost-effective workflow for a photorealistic 3D character based on a real person using a metahuman framework Production of ink containing thermochromic dyestuff Influence of the difference electric charge energy transfer ink to paper in digital printing Development of antifungal packaging coating for bread Development of new UV LED curable inkjet varnishes
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1