DocumentCode :
3541833
Title :
Game asset considerations for facial animation
Author :
Boqian Liu ; Davis, Timothy A.
Author_Institution :
Digital Production Arts, Clemson Univ., Clemson, SC, USA
fYear :
2013
fDate :
July 30 2013-Aug. 1 2013
Firstpage :
159
Lastpage :
163
Abstract :
Though slowly improving, the majority of modern real-time productions-chiefly consisting of video games-tend to be lacking detail and flexibility in facial animation. A new facial rig is devised by investigating both the game asset development pipeline as well as current facial setup and animation schemes. The resultant rig hybridizes several of these solutions and not only attempts to address the issue of detail in facial animation but also usability and efficiency.
Keywords :
computer animation; computer games; animation schemes; facial animation; facial rig; facial setup; game asset considerations; game asset development pipeline; real-time productions; video games; Joints; Smoothing methods; facial rigging; game animation; production pipeline;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES), 2013 18th International Conference on
Conference_Location :
Louisville, KY
Print_ISBN :
978-1-4799-0818-9
Type :
conf
DOI :
10.1109/CGames.2013.6632625
Filename :
6632625
Link To Document :
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