Adaptation of facial and body animation for MPEG-based architectures

T. D. Giacomo, C. Joslin, S. Garchery, N. Magnenat-Thalmann
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引用次数: 18

Abstract

While level of detail (LoD) methods for the representation of 3D models are efficient and established tools to manage the trade-off between speed and quality of the rendering, LoD for animation has not yet been intensively studied by the community, and especially virtual humans animation has not been focused in the past. Animation, a major step for immersive and credible virtual environments, involves heavy computations and as such, it needs a control on its complexity to be embedded into real-time systems. Today, it becomes even more critical and necessary to provide such a control with the emergence of powerful new mobile devices and their increasing use for cyberworlds. With the help of suitable middleware solutions, executables are becoming more and more multi-platform. However, the adaptation of content, for various network and terminal capabilities - as well as for different user preferences, is still a key feature that needs to be investigated. It would ensure the adoption of the "Multiple Target Devices Single Content" concept for virtual environments, and would in theory provide the possibility of such virtual worlds in any possible condition without the need for multiple content. It is on this issue that we focus, with a particular emphasis on 3D objects and animation. This paper presents some methods for adapting a virtual human's representation and animation stream, both for their skeleton-based body animation and their deformation based facial animation, we also discuss practical details for the integration of our methods into MPEG-21 and MPEG-4 architectures.
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基于mpeg架构的面部和身体动画的适配
虽然用于表示3D模型的细节水平(LoD)方法是有效且成熟的工具,用于管理渲染速度和质量之间的权衡,但动画的LoD尚未被社区深入研究,特别是虚拟人动画在过去并未得到关注。动画是实现沉浸式和可信的虚拟环境的重要一步,它涉及大量的计算,因此,它需要控制其复杂性以嵌入实时系统。如今,随着功能强大的新型移动设备的出现以及它们在网络世界中越来越多的应用,提供这种控制变得更加关键和必要。在合适的中间件解决方案的帮助下,可执行文件正变得越来越多平台化。然而,针对各种网络和终端功能以及不同用户偏好的内容改编仍然是一个需要研究的关键特性。它将确保虚拟环境采用“多目标设备单一内容”的概念,并在理论上提供这种虚拟世界在任何可能条件下的可能性,而不需要多种内容。这就是我们关注的问题,特别强调3D对象和动画。本文提出了一些适应虚拟人的表示和动画流的方法,包括基于骨骼的身体动画和基于变形的面部动画,我们还讨论了将我们的方法集成到MPEG-21和MPEG-4架构中的实际细节。
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