Recent advances in scanning technology have enabled the widespread capture of 3D character models based on human subjects. However, in order to generate a recognizable 3D avatar, the movement and behavior of the human subject should be captured and replicated as well. We present a method of generating a 3D model from a scan, as well as a method to incorporate a subjects style of gesturing into a 3D character. We present a study which shows that 3D characters that used the gestural style as their original human subjects were more recognizable as the original subject than those that don't.
|Original language||English (US)|
|Title of host publication||Proceedings - Motion in Games 2014, MIG 2014|
|Editors||Stephen N. Spencer|
|Publisher||Association for Computing Machinery|
|Number of pages||6|
|State||Published - Nov 6 2014|
|Event||7th International Conference on Motion in Games, MIG 2014 - Los Angeles, United States|
Duration: Nov 6 2014 → Nov 8 2014
|Name||Proceedings - Motion in Games 2014, MIG 2014|
|Other||7th International Conference on Motion in Games, MIG 2014|
|Period||11/6/14 → 11/8/14|
Bibliographical noteFunding Information:
This work was partially supported by the Czech Science Foundation under Project P201/12/P055 and partially by ESF Project CZ.1.07/2.3.00/20.0051 Algebraic methods in Quantum Logic of the Masaryk University. Supported by
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