Abstract

Creating a 3D avatar that looks like a specific person is time-consuming, requires expert artists, expensive equipment and a complex pipeline. In this tutorial we explain the different stages of a traditional character animation pipeline: modeling, rigging and animation. But, most important we describe how each of this stages bind together and which are the challenges developers face today at each stage. Our ultimate goal is to explain step-by-step the creation of a unified facial animation pipeline. We build the tutorial over our experience on what worked, what didn't work, why we did what we did and how we are planning to improve in the future. Given the popularity of Virtual Reality since the launching of Oculus Rift, we also describe how a traditional animation pipeline can be applied in Virtual Reality, it's challenges, limitations and potential. Throughout the tutorial we introduce the theoretical background for character animation and present the current state of the art in this field. Last, we aim to trigger a discussion to analyse different lines of research that emerge by bringing together traditional character animation and Virtual Reality.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.