dc.contributor.author | Yoon, Seung-Uk | en_US |
dc.contributor.author | Lim, Seong-Jae | en_US |
dc.contributor.author | Hwang, Bon-Woo | en_US |
dc.contributor.author | Park, Chang-Joon | en_US |
dc.contributor.author | Choi, Jin Sung | en_US |
dc.contributor.editor | Tony Huang and Arindam Dey | en_US |
dc.date.accessioned | 2017-11-21T15:42:11Z | |
dc.date.available | 2017-11-21T15:42:11Z | |
dc.date.issued | 2017 | |
dc.identifier.isbn | 978-3-03868-052-9 | |
dc.identifier.uri | http://dx.doi.org/10.2312/egve.20171368 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/egve20171368 | |
dc.description.abstract | In this paper, we propose a novel face texture generation algorithm to enhance compatibility and reusability of 3-D face reconstruction results of real-world 3-D character creation applications. Our approach can handle irregular types of input textures of 3-D reconstructed face models using the proposed multi-projection texture generation technique. We automatically calculate exact pixel values of the frontal face region in the template texture map by finding correspondences between input and template 3-D models and textures, respectively. After matching tones of the frontal face region and the remaining parts, the final texture of a 3-D face model is successfully generated without manual editing or post-processing of textures. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Computing methodologies | |
dc.subject | Texturing | |
dc.subject | Mesh models | |
dc.subject | Virtual reality | |
dc.title | Automatic Face Texture Generation from Irregular Texture in 3-D Character Creation Applications | en_US |
dc.description.seriesinformation | ICAT-EGVE 2017 - Posters and Demos | |
dc.description.sectionheaders | Posters A | |
dc.identifier.doi | 10.2312/egve.20171368 | |
dc.identifier.pages | 9-10 | |