Watching: Face image relighting using a morphable model


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A.I. Fighter A.I. Fighter
Posted by: skeelogy

Video duration: 401 seconds

http://cg.skeelogy.c om/projects-aifighte r.php
A.I. Fighter is a 3D beat-'em-up style fighting game in which the player will control a fighter using the keyboard and engage the computer's fighter over a short duration. It is created for us to test out training of computer A.I. using Neural Networks.

Related: a.i., artificial, combos, fighting, finite, fsm, games, intelligence, machine, networks, neural, state

Skeel\ Skeel's Rigging Demo Reel
Posted by: skeelogy

Video duration: 216 seconds

http://cg.skeelogy.c om/demoreels-rigging .php
This demo reel showcases the character rigging, simulation and rig-related programming works that I have done over the past few years.

Related: demo, reel, rigging, skeel

Face Image Relighting Using A Morphable Model Face Image Relighting Using A Morphable Model
Posted by: skeelogy

Video duration: 162 seconds

http://cg.skeelogy.c om/projects-face-rel ight.php
In this project, we are trying to relight a face in a 2D image, given only a single image. The 3D face model is obtained first by using a morphable model. The matching/optimizatio n then starts to find the best weights for the morphing. Finally, we relight the synthesized 3D model and composite it back onto the 2d image to obtain the results.

Related: alpha, blend, change, face, image, lighting, model, morphable, relighting

Skeel\ Skeel's Game Physics Demo Reel
Posted by: skeelogy

Video duration: 169 seconds

http://cg.skeelogy.c om/demoreels-game-ph ysics.php
This demo reel showcases the implementations done for character physics, fluid physics and soft body physics. There is also a section on collision handling between different types of objects. Most of them are implemented using Microsoft XNA 2.0, with some done using OGRE.

Related: demo, game, physics, reel

Cloth Simulation (Without Length Constraints) Cloth Simulation (Without Length Constraints)
Posted by: skeelogy

Video duration: 30 seconds

http://cg.skeelogy.c om/projects-cloth.ph p
This is meant to be a negative example to show how a cloth simulation will look like without using length constraints. The cloth tends to be very elastic and quite unstable as the different springs fight against one another.
To see the real cloth simulation example, please visit http://www.youtube.c om/watch?v=JncQOCg9F S0.

Related: cloth, constraints, length, simulation

Biped Rig Biped Rig
Posted by: skeelogy

Video duration: 87 seconds

http://cg.skeelogy.c om/gallery-rigs.php# biped
A video that shows some of the features of a biped rig that I have created.

Related: biped, rig

Smoothed Particle Hydrodynamics 2 Smoothed Particle Hydrodynamics 2
Posted by: skeelogy

Video duration: 97 seconds

http://cg.skeelogy.c om/projects-SPH2.php
Modified the usual Smoothed Particle Hydrodynamics (SPH) fluid simulation method for easier implementation, better performance and more control. Done using Microsoft XNA 2.0.

Related: fluid, hydrodynamics, particle, simulation, smoothed, sph

Facial Rig Facial Rig
Posted by: skeelogy

Video duration: 66 seconds

http://cg.skeelogy.c om/projects-face-rig .php
A facial rig with an intuitive GUI for easy creation of facial expressions.

Related: face, facial, rig

Phantasy Phantasy
Posted by: skeelogy

Video duration: 17 seconds

http://cg.skeelogy.c om/projects-phantasy .php
A short animation created using 3d Studio Max 5.1. Shows the main character charging up his sword, sticking it into the ground to A short animation created using 3d Studio Max 5.1. Shows the main character charging up his sword, sticking it into the ground to create an energy outbreak with earthquake, and finally blasting enemies away.

Related: 3dsmax, blast, crowd, energy, phantasy

Run-Time Mesh Subdivision Run-Time Mesh Subdivision
Posted by: skeelogy

Video duration: 43 seconds

http://cg.skeelogy.c om/projects-subdivis ion.php
Subdivision algorithm is used to fit a high resolution mesh to a low resolution mesh that undergoes Physics simulation. This reduces computational costs (e.g. due to simulation, collision detection etc) while maintaining a smooth appearance in real-time. Implemented in Microsoft XNA 2.0.

Related: mesh, subdivision

Inverse Kinematics Inverse Kinematics
Posted by: skeelogy

Video duration: 12 seconds

http://cg.skeelogy.c om/projects-IK.php This is an IK solver written in OpenGL. It uses the Jacobian matrix to approximate the linear solution to the non-linear IK problem.
In the demo, the user can press spacebar to generate a random point in space and the end effector will move towards it.
This video is playing at approximately 3 times the normal speed.

Related: ik, inverse, jacobian, kinematics, matrix

Tweakable Fish Tweakable Fish
Posted by: skeelogy

Video duration: 50 seconds

http://cg.skeelogy.c om/projects-tweakabl e-fish.php
Created a fish that allows the user to tweak the proportions and shapes of different body parts. It comes with a simple face rig as well to give the tweaked fish some personality. An expressiveness attribute is provided to the user to determine how expressive the fish will be when randomized.

Related: fish, rig, tweakable

Simple Dust Effect Simple Dust Effect
Posted by: skeelogy

Video duration: 5 seconds

http://cg.skeelogy.c om/gallery-effects-s imulations.php#effec ts
Generation of dust as a spaceship lands onto a desert. Dust maps are mapped onto sprites and wind/turbulence forces are added to control the motion.

Related: dust, particle, simulation

Multi Object Type Interaction Multi Object Type Interaction
Posted by: skeelogy

Video duration: 67 seconds

http://cg.skeelogy.c om/projects-multi-ob ject-type-collision. php
Created a system where different types of objects (e.g. cloth, skin, fats, fluid) can interact with one another seamlessly. Implemented using Microsoft XNA 2.0.

Related: collision

Muskeelar: No Muscles Muskeelar: No Muscles
Posted by: skeelogy

Video duration: 22 seconds

This shows a normal character without using our muscle system. The skin is only smooth skinned to animated joints.

Related: skinning, smooth

Fats Simulation Fats Simulation
Posted by: skeelogy

Video duration: 31 seconds

http://cg.skeelogy.c om/projects-fats.php
Real-time fats simulation of a fatty game character. Done using Microsoft XNA 2.0.

Related: body, fats, simulation, soft

Steering Using Influence Maps Steering Using Influence Maps
Posted by: skeelogy

Video duration: 16 seconds

http://cg.skeelogy.c om/knowledge-collisi on-detection.php#inf luencemaps
In this demo, the character is scheduled to walk straight through the obstacle but ends up steering past the obstacle due to the repulsive forces. The markings on the ground indicates the influence map.

Related: influence, map, steering

Simple Spring Simulation Simple Spring Simulation
Posted by: skeelogy

Video duration: 25 seconds

A simple example to show a spring simulation in action. The spring is attached to two objects, one of which is controlled by the user, and another which undergoes physics simulation.

Related: simulation, spring

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