Real-time avatar sweating simulation using texture based and particle system

Displaying extreme expressions such as scared until sweating is not easy task to be achieved in 3D Games and the simulation of facial animation in real-time. Some difficulties faced by these researches, first the complex simulation for the physical properties of the muscles and emotions or the prope...

Full description

Saved in:
Bibliographic Details
Main Author: Qasim, Ahmed Zuhair
Format: Thesis
Language:English
Published: 2013
Subjects:
Online Access:http://eprints.utm.my/id/eprint/33267/1/AhmedZuhairQasimMFSKSM2013.pdf
http://eprints.utm.my/id/eprint/33267/
http://dms.library.utm.my:8080/vital/access/manager/Repository/vital:71534?site_name=Restricted Repository
Tags: Add Tag
No Tags, Be the first to tag this record!
Description
Summary:Displaying extreme expressions such as scared until sweating is not easy task to be achieved in 3D Games and the simulation of facial animation in real-time. Some difficulties faced by these researches, first the complex simulation for the physical properties of the muscles and emotions or the properties of fluids simulation and texture based simulation and secondly how to control the facial animation with one of the two sweating generators simultaneously in a good and efficient manner. This research present techniques for generating extreme expression in 3D facial animation. The facial action coding system is employed to describe and create facial expressions. It breaks down facial actions into minor units known as action units (AUs). Facial expressions are generated by combining independent action units. The created expressions include sadness, anger, happy and fear. Two types of sweats can be generated and combined with facial animation technique to generate facial extreme expressions. The first type of sweat animations is dropping sweats, when the fluid generation creates the sweats based on particle system. The other type of sweat is texture based, when the sweat is flowing along the surface of the skin on the forehead area for the face. The methods mentioned above are used to increase the realism of virtual human by provides real-time sweating simulation during the extreme expressions.