Virtual illustration of a human face is essential to enhance the mutual interaction in a cyber community. In this paper we propose\r\na solution to solve two bottlenecks in facial analysis and synthesis for an interactive system of human face cloning for non-expert\r\nusers of computer games. Tactical maneuvers of the gamer make single camera acquisition system unsuitable to analyze and\r\ntrack the face due to its large lateral movements. For an improved facial analysis system, we propose to acquire the facial images\r\nfrom multiple cameras and analyze them by multiobjective 2.5D Active Appearance Model (MOAAM). Facial morphological\r\ndissimilarities between a human face and an avatar make the facial synthesis quite complex. To successfully clone or retarget the\r\ngamer facial expressions and gestures on to an avatar, we introduce a simple mathematical link between their appearances. Results\r\nobtained validate the efficiency, accuracy and robustness achieved.
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