Game Development Reference
In-Depth Information
Figure 1. The MPEG-4 FBA related nodes.
(a) The Face scene
graph hierarchy.
(b) The Body scene
graph hierarchy.
Figure 2. The face as a unique mesh (a) and the head as a collection of
meshes (b), (c) and (d).
(a)
(b)
(c)
(d)
The face expressions and animation are controlled by the FAP (Face Animation
Parameter) node, which is temporal and updated by the FBA decoder. Anima-
tions can be performed at a high level, using a standardized number of
expressions and visemes, as well as at a low level by directly controlling the
feature points. In this case, a standardized number of key points (84), corre-
sponding to the human features (e.g., middle point of upper lip) is defined on the
face surface (Figure 3a and b). The complete animation is then performed by
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