Abstract
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 |
| Pages | 49-54 |
| Number of pages | 6 |
| ISBN (Electronic) | 9781450326230 |
| DOIs | |
| State | Published - Nov 6 2014 |
| Externally published | Yes |
| Event | 7th International Conference on Motion in Games, MIG 2014 - Los Angeles, United States Duration: Nov 6 2014 → Nov 8 2014 |
Publication series
| Name | Proceedings - Motion in Games 2014, MIG 2014 |
|---|
Other
| Other | 7th International Conference on Motion in Games, MIG 2014 |
|---|---|
| Country/Territory | United States |
| City | Los Angeles |
| Period | 11/6/14 → 11/8/14 |
Bibliographical note
Publisher Copyright:Copyright © ACM.
Keywords
- 3D
- Animation
- Avatar
- Gesture
- Simulation