• Title/Summary/Keyword: 3D Face Generation

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A 3D Face Generation Method using Single Frontal Face Image for Game Users (단일 정면 얼굴 영상을 이용한 게임 사용자의 3차원 얼굴 생성 방법)

  • Jeong, Min-Yi;Lee, Sung-Joo;Park, Kang-Ryong;Kim, Jai-Hie
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.1013-1014
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    • 2008
  • In this paper, we propose a new method of generating 3D face by using single frontal face image and 3D generic face model. By using active appearance model (AAM), the control points among facial feature points were localized in the 2D input face image. Then, the transform parameters of 3D generic face model were found to minimize the error between the 2D control points and the corresponding 2D points projected from 3D facial model. Finally, by using the obtained model parameters, 3D face was generated. We applied this 3D face to 3D game framework and found that the proposed method could make a realistic 3D face of game user.

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Trends in High-Resolution 3D Data Generation Technologies (고해상도 3D 데이터 생성 기술 분석 및 연구 동향)

  • Kim, H.J.;Choi, J.Y.;Oh, A.R.;Jee, H.K.
    • Electronics and Telecommunications Trends
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    • v.37 no.3
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    • pp.64-73
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    • 2022
  • As the COVID-19 pandemic has decreased face-to-face communication in everyday life, our interest in cultural communication via virtual world has grown significantly. In particular, the demand for applications that use three-dimensional (3D) data generation technology such as virtual reality, augmented reality, virtual performances, and realistic content is rapidly increasing in the entertainment and gaming industries. Additionally, improved computing capacity has increased the demand for high-resolution data. This study investigates the trends in 3D scanning and photogrammetry technologies that can support high-quality 3D data generation and introduces the high-resolution 3D data generation technology developed and reported in ETRI.

Single Image-Based 3D Face Modeling for 3D Printing (3D 프린팅을 위한 단일 영상 기반 3D 얼굴 모델링 연구)

  • Song, Eungyeol;Koh, Wan-Ki;Yu, Sunjin
    • Journal of the Korean Society of Radiology
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    • v.10 no.8
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    • pp.571-576
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    • 2016
  • 3D printing has recently been used in various fields. Among various applications, 3D face data must be generated for 3D face printing. A laser scanner is used to acquire 3D face data, but there is a restriction that a person should not move during scanning. In this paper, we propose a 3D face modeling method based on a single image and a face transformation system to use the generated 3D face for virtual cosmetic surgery. We have defined facial feature points from the 3D face database for 3D face data generation. After extracting feature points from a single face image, 3D face of the input face image is generated corresponding to the 3D face feature points defined from the 3D face database. After 3D face modeling, 3D face modification part is applied for use such as virtual cosmetic surgery.

Generating Face Textures for 3D Avatars from Photos (실사 영상을 사용한 3차원 아바타 얼굴 텍스쳐 생성)

  • Kim, Dong-Hee;Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.49-58
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    • 2008
  • In this paper, we propose a texture generation scheme for 3D avatars from three or more human face photos. First, we manually mark image positions corresponding to vertices of a given UVW map. Then, a face texture is automatically generated from the photo images. The proposed texture generation scheme extremely reduces the amount of manual work compared with the classical methods such as Photoshop-based schemes. The generated textures are photorealistic since the textures fully reflect the naturalness of the original photos. The texture creation scheme can be applied to any kind of mesh structures of 3D models and mesh structures need not be changed to accommodate the given textures. We created face textures from several triplets of photos and mapped them to 3D avatar faces. Experimental results showed that visual realism of avatar faces is much enhanced by the face textures.

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3D Face Modeling Using Mesh Simplification (메쉬 간략화를 이용한 3차원 얼굴모델링)

  • 이현철;허기택
    • The Journal of the Korea Contents Association
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    • v.3 no.4
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    • pp.69-76
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    • 2003
  • Recently, in computer graphics, researches on 3D animations have been very active. one of the important research areas in 3D animation is animation of human being. The creation and animation of 3D facial models has depended on animators' manual work frame by frame. Thus, it needs many efforts and time as well as various hardwares and softwares. In this paper, we implements a way to generation 3D human face model easily and quickly just with the front face images. Then, we suggests a methodology for mesh data simplification of 3D generic model.

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Analogical Face Generation based on Feature Points

  • Yoon, Andy Kyung-yong;Park, Ki-cheul;Oh, Duck-kyo;Cho, Hye-young;Jang, Jung-hyuk
    • Journal of Multimedia Information System
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    • v.6 no.1
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    • pp.15-22
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    • 2019
  • There are many ways to perform face recognition. The first step of face recognition is the face detection step. If the face is not found in the first step, the face recognition fails. Face detection research has many difficulties because it can be varied according to face size change, left and right rotation and up and down rotation, side face and front face, facial expression, and light condition. In this study, facial features are extracted and the extracted features are geometrically reconstructed in order to improve face recognition rate in extracted face region. Also, it is aimed to adjust face angle using reconstructed facial feature vector, and to improve recognition rate for each face angle. In the recognition attempt using the result after the geometric reconstruction, both the up and down and the left and right facial angles have improved recognition performance.

Appearance Information Extraction and Shading for Realistic Caricature Generation (실사형 캐리커처 생성을 위한 형태 정보 추출 및 음영 함성)

  • Park, Yeon-Chool;Oh, Hae-Seok
    • The KIPS Transactions:PartB
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    • v.11B no.3
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    • pp.257-266
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    • 2004
  • This paper proposes caricature generation system that uses shading mechanism that extracts textural features of face. Using this method, we can get more realistic caricature. Since this system If vector-based, the generated character's face has no size limit and constraint. so it is available to transform the shape freely and to apply various facial expressions to 2D face. Moreover, owing to the vector file's advantage, It can be used in mobile environment as small file size This paper presents methods that generate vector-based face, create shade and synthesize the shade with the vector face.

Automatic Generation of the Personal 3D Face Model (3차원 개인 얼굴 모델 자동 생성)

  • Ham, Sang-Jin;Kim, Hyoung-Gon
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.36S no.1
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    • pp.104-114
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    • 1999
  • This paper proposes an efficient method for the automatic generation of personalized 3D face model from color image sequence. To detect a robust facial region in a complex background, moving color detection technique based on he facial color distribution has been suggested. Color distribution and edge position information in the detected face region are used to extract the exact 31 facial feature points of the facial description parameter(FDP) proposed by MPEG-4 SNHC(Synthetic-Natural Hybrid Coding) adhoc group. Extracted feature points are then applied to the corresponding vertex points of the 3D generic face model composed of 1038 triangular mesh points. The personalized 3D face model can be generated automatically in less then 2 seconds on Pentium PC.

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Implementation of Metaverse Based Realistic Education Platform

  • Sukyong, Jung;HyungSoo, Park;HwanSoo, Kang;Jinhyung, Cho;Larry S, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.77-87
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    • 2023
  • Currently, due to Covid-19, non-face-to-face activities are underway in various fields, and non-face-to-face education is also necessary in the education field. In this paper, we develop and utilize a metaverse-based realistic education platform that combines the latest realistic 3D technology and XR interactive technology to enhance students' understanding of the latest technology and strengthen their educational capabilities. To this end, we understand the main technologies of metaverse in terms of education, investigate contents and application cases of education using metaverse, and compare them with the proposed realistic educational platform. In the future, non-face-to-face education is expected to account for an important portion, and more effective learning is expected through the metaverse-based realistic educational platform developed in this paper when instructor lectures the MZ generation in a virtual world called metaverse.