Figure 2 - uploaded by Jay Busch
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Intermediate states of the Active Visage as the simulation progresses, shown at an interval of 70 iteration steps. Top: 3D visualization of the active visage; Middle: active visage and corresponding forces overlayed on frontal camera view of the target subject; Bottom: band-pass filter texture overlayed with the aggregate forces (scaled up for visibility).
Source publication
We present a semi-automatic technique for computing surface correspondences between 3D facial scans in different expressions, such that scan data can be mapped into a common domain for facial animation. The technique can accurately correspond high-resolution scans of widely differing expressions -- without requiring intermediate pose sequences -- s...
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... (1) IVAs have transitioned from the lab to the real world, indicating increased technical maturity and robustness [4,20,29,33] (2) The prevalence of digital personal assistants has resulted in core IVA-related commercial technologies increasing in availability and quality (e.g., ASR, NLP, TTS) [10,48] (3) Computing has moved from predominantly desktop-centric to various hardware platforms (e.g., web, mobile, XR) [11,16] (4) The cloud has been embraced by academia and industry, leading to more runtime and distribution options [8,15] (5) The visual fidelity and availability of character art assets has continued to increase [9,12,50] These trends point towards the need to re-architect the platform to a VHToolkit 2.0 in order to 1) take advantage of modern architecture and software development principles, 2) leverage commercial offerings relevant to IVAs, 3) facilitate cross-pollination with other academic efforts, and 4) support multiple hardware platforms. This paper describes the approach and current status of our ongoing work in support of these goals together with lessons learned during the re-architecting process. ...