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Automated avatar creation for 3D games

Published: 14 November 2007 Publication History

Abstract

Immersion is a key factor in video games and virtual reality simulation environments. Users' presence in a virtual environment is highly dependent on the user's identification with their avatar. Creating more realistic looking avatars thus enables a higher level of presence. Current video games allow character customizability via techniques such as hue adjustment for stock models, or the ability to select from a variety of physical features, clothing and accessories in existing player models. Occasionally user uploadable facial texture is available for avatar customization. We propose a dramatic leap forward in avatar customization through the use of an inexpensive, non-invasive, portable stereo video camera to extract model geometry of real objects, including people, and to then use these textured 3D models to drive avatar creation. The system described here generates the 3D textured and normal-mapped geometry of a personalized photorealistic user avatar suitable for animation and real-time gaming applications.

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cover image ACM Other conferences
Future Play '07: Proceedings of the 2007 conference on Future Play
November 2007
279 pages
ISBN:9781595939432
DOI:10.1145/1328202
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

  • Province of Ontario, Ministry of Economic Development and Trade
  • Arcademy Games Awards Festival Arcadia
  • Microsoft User Research Group
  • Government of Canada, FedNor
  • Sault Ste. Marie Innovation Centre
  • Garage Games
  • Visualization Design Institute, Sheridan Institute of Technology and Advanced Learning
  • Algoma University College
  • University of Ontario Institute of Technology
  • Bug-Tracker.Com
  • SchoolFinder

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Association for Computing Machinery

New York, NY, United States

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Published: 14 November 2007

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Futureplay2007: Futureplay 2007
November 14 - 17, 2007
Toronto, Canada

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Cited By

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  • (2024)A Review of 3D Avatar Reconstruction for Virtual ConferencingAdvanced Computing and Intelligent Technologies10.1007/978-981-97-1961-7_15(235-247)Online publication date: 29-May-2024
  • (2020)High-Detail Animation of Human Body Shape and Pose From High-Resolution 4D Scans Using Iterative Closest Point and Shape MapsApplied Sciences10.3390/app1021753510:21(7535)Online publication date: 26-Oct-2020
  • (2018)A Reliable and Reversible Image Privacy Protection Based on False ColorsIEEE Transactions on Multimedia10.1109/TMM.2017.272847920:1(68-81)Online publication date: 1-Jan-2018
  • (2015)Visual privacy protection methodsExpert Systems with Applications: An International Journal10.1016/j.eswa.2015.01.04142:9(4177-4195)Online publication date: 1-Jun-2015
  • (2013)RAAT - The reverie avatar authoring tool2013 18th International Conference on Digital Signal Processing (DSP)10.1109/ICDSP.2013.6622788(1-6)Online publication date: Jul-2013
  • (2012)Tuning stereo image matching with stereo video sequence processingProceedings of the 2012 Joint International Conference on Human-Centered Computer Environments10.1145/2160749.2160792(208-214)Online publication date: 8-Mar-2012
  • (2010)Learning human action sequence style from video for transfer to 3D game charactersProceedings of the Third international conference on Motion in games10.5555/1948395.1948447(422-433)Online publication date: 14-Nov-2010
  • (2010)Learning Human Action Sequence Style from Video for Transfer to 3D Game CharactersMotion in Games10.1007/978-3-642-16958-8_39(422-433)Online publication date: 2010

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