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1.
IEEE Trans Vis Comput Graph ; 30(5): 2538-2548, 2024 May.
Artigo em Inglês | MEDLINE | ID: mdl-38437076

RESUMO

Stylized avatars are common virtual representations used in VR to support interaction and communication between remote collaborators. However, explicit expressions are notoriously difficult to create, mainly because most current methods rely on geometric markers and features modeled for human faces, not stylized avatar faces. To cope with the challenge of emotional and expressive generating talking avatars, we build the Emotional Talking Avatar Dataset which is a talking-face video corpus featuring 6 different stylized characters talking with 7 different emotions. Together with the dataset, we also release an emotional talking avatar generation method which enables the manipulation of emotion. We validated the effectiveness of our dataset and our method in generating audio based puppetry examples, including comparisons to state-of-the-art techniques and a user study. Finally, various applications of this method are discussed in the context of animating avatars in VR.

2.
Artigo em Inglês | MEDLINE | ID: mdl-37027720

RESUMO

The paper presents emotional voice puppetry, an audio-based facial animation approach to portray characters with vivid emotional changes. The lips motion and the surrounding facial areas are controlled by the contents of the audio, and the facial dynamics are established by category of the emotion and the intensity. Our approach is exclusive because it takes account of perceptual validity and geometry instead of pure geometric processes. Another highlight of our approach is the generalizability to multiple characters. The findings showed that training new secondary characters when the rig parameters are categorized as eye, eyebrows, nose, mouth, and signature wrinkles is significant in achieving better generalization results compared to joint training. User studies demonstrate the effectiveness of our approach both qualitatively and quantitatively. Our approach can be applicable in AR/VR and 3DUI, namely, virtual reality avatars/self-avatars, teleconferencing and in-game dialogue.

3.
IEEE Trans Vis Comput Graph ; 29(7): 3145-3157, 2023 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-35171772

RESUMO

Crepuscular rays form when light encounters an optically thick or opaque medium which masks out portions of the visible scene. Real-time applications commonly estimate this phenomena by connecting paths between light sources and the camera after a single scattering event. We provide a set of algorithms for solving integration and sampling of single-scattered collimated light in a box-shaped medium and show how they extend to multiple scattering and convex media. First, a method for exactly integrating the unoccluded single scattering in rectilinear box-shaped medium is proposed and paired with a ratio estimator and moment-based approximation. Compared to previous methods, it requires only a single sample in unoccluded areas to compute the whole integral solution and provides greater convergence in the rest of the scene. Second, we derive an importance sampling scheme accounting for the entire geometry of the medium. This sampling strategy is then incorporated in an optimized Monte Carlo integration. The resulting integration scheme yields visible noise reduction and it is directly applicable to indoor scene rendering in room-scale interactive experiences. Furthermore, it extends to multiple light sources and achieves superior converge compared to independent sampling with existing algorithms. We validate our techniques against previous methods based on ray marching and distance sampling to prove their superior noise reduction capability.

4.
Front Robot AI ; 6: 60, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-33501075

RESUMO

We introduce Intermediated Reality (IR), a framework for intermediated communication enabling collaboration through remote possession of entities (e.g., toys) that come to life in mobile Mediated Reality (MR). As part of a two-way conversation, each person communicates through a toy figurine that is remotely located in front of the other participant. Each person's face is tracked through the front camera of their mobile devices and the tracking pose information is transmitted to the remote participant's device along with the synchronized captured voice audio, allowing a turn-based interactive avatar chat session, which we have called ToyMeet. By altering the camera video feed with a reconstructed appearance of the object in a deformed pose, we perform the illusion of movement in real-world objects to realize collaborative tele-present augmented reality (AR). In this turn based interaction, each participant first sees their own captured puppetry message locally with their device's front facing camera. Next, they receive a view of their counterpart's captured response locally (in AR) with seamless visual deformation of their local 3D toy seen through their device's rear facing camera. We detail optimization of the animation transmission and switching between devices with minimized latency for coherent smooth chat interaction. An evaluation of rendering performance and system latency is included. As an additional demonstration of our framework, we generate facial animation frames for 3D printed stop motion in collaborative mixed reality. This allows a reduction in printing costs since the in-between frames of key poses can be generated digitally with shared remote review.

5.
IEEE Trans Vis Comput Graph ; 25(4): 1666-1680, 2019 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-29993780

RESUMO

We propose an end-to-end solution for presenting movie quality animated graphics to the user while still allowing the sense of presence afforded by free viewpoint head motion. By transforming offline rendered movie content into a novel immersive representation, we display the content in real-time according to the tracked head pose. For each frame, we generate a set of cubemap images per frame (colors and depths) using a sparse set of of cameras placed in the vicinity of the potential viewer locations. The cameras are placed with an optimization process so that the rendered data maximise coverage with minimum redundancy, depending on the lighting environment complexity. We compress the colors and depths separately, introducing an integrated spatial and temporal scheme tailored to high performance on GPUs for Virtual Reality applications. A view-dependent decompression algorithm decodes only the parts of the compressed video streams that are visible to users. We detail a real-time rendering algorithm using multi-view ray casting, with a variant that can handle strong view dependent effects such as mirror surfaces and glass. Compression rates of 150:1 and greater are demonstrated with quantitative analysis of image reconstruction quality and performance.

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