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Building and generating facial textures using Eigen faces

With the evolution in the game industry and other virtual environments, demands on what comes with an application is higher than ever before. This leads to many companies trying to to procedurally generate content in order to save up on storage space and get a wider variety of content. It has become essential to infuse immersion in such application and some companies has even gone as far as to let the player recreate him- or herself to be the hero or heroine of the game. Even so, many AAA companies refrain from using face segmentation software as it gives the power of adding game content by the end users, and that may lead to an increased risk of offensive content, that goes against company standards and policy, to enter their application. By taking the concept of procedural generation and applying this together with face segmentation, placing a Principal Component Analysis (PCA) based texturization model, we allow for a controlled yet functioning face texturization in a run-time virtual environment. In this project we use MatLab to create a controlled Eigen space, infuses this into an application built in Unity 3D using UMA, and lets smaller recreation vectors, that spans a few kilobytes as most, to create textures in run-time. In doing so, we can project faces onto the Eigen space and get fully functioning and texturized characters, able to use ready animations and controllers of the developer’s choice. These Eigen spaces may cost more storage space and loading times up to a limit, but can in turn generate a seemingly endless variation of textural content dynamically. In order to see what potential users prioritize when it comes to applications like these, we conducted a survey where the responders saw variations of this technique and were able to express their view on attributes expected from a “good” (from their point of view) application. In the end we have a UMA ready set of scripts, and a one-time use system to create Eigen spaces for the applications to use it. We worked in close relation with Högström’s Selfie to Avatar face segmentation software and proved the concept in Unity 3D applications.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:liu-129935
Date January 2016
CreatorsKrogh, Robert
PublisherLinköpings universitet, Institutionen för datavetenskap
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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