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Motion Capture has been widely used in many fields such as animation and game production. This paper describes the scheme and implementation of a self-designed vision-based motion capture system. This system is set up based on a Client/Server network structure. The client software tracks every marker attached to the actor's body and sends the results to the server in real-time. The server software...
A model for studying the impacts caused by emotions of individual agents in a crowd is presented, the model is based on the crowd model proposed by helbing, every agent can have emotion and motivation attributes, the behaviors of different agents are set up by a function with individual parameters. The method of an individual's joining a crowd is proposed, and reactive mechanism between crowds is...
Realistic facial animation is important in many graphics applications, like animated feature films and computer games, to enrich human computer interaction. In this paper, we propose a physically-based facial animation approach employing knowledge from the anatomy and biomechanics of human facial muscles. First, the 3D face mesh is generated automatically by commercial software and the facial skin...
This paper presents a mouth animation construction method based on the DBN models with articulatory features (AF_AVDBN), in which the articulatory features of lips, tongue, glottis/velum can be asynchronous within a maximum asynchrony constraint to describe the speech production process more reasonably. Given an audio input and the trained AF_AVDBN models, the optimal visual feature learning algorithm...
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