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An Extensible Game Engine to Develop Animated Facial Avatars in 3D Virtual Environment

An Extensible Game Engine to Develop Animated Facial Avatars in 3D Virtual Environment

Anis Zarrad
Copyright: © 2016 |Volume: 8 |Issue: 2 |Pages: 16
ISSN: 1942-9010|EISSN: 1942-9029|EISBN13: 9781466690578|DOI: 10.4018/IJVCSN.2016040102
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MLA

Zarrad, Anis. "An Extensible Game Engine to Develop Animated Facial Avatars in 3D Virtual Environment." IJVCSN vol.8, no.2 2016: pp.12-27. http://doi.org/10.4018/IJVCSN.2016040102

APA

Zarrad, A. (2016). An Extensible Game Engine to Develop Animated Facial Avatars in 3D Virtual Environment. International Journal of Virtual Communities and Social Networking (IJVCSN), 8(2), 12-27. http://doi.org/10.4018/IJVCSN.2016040102

Chicago

Zarrad, Anis. "An Extensible Game Engine to Develop Animated Facial Avatars in 3D Virtual Environment," International Journal of Virtual Communities and Social Networking (IJVCSN) 8, no.2: 12-27. http://doi.org/10.4018/IJVCSN.2016040102

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Abstract

Avatar facial expression and animation in 3D Collaborative Virtual Environment (CVE) systems are reconstructed through a complex manipulation of all details that compose it like muscles, bones and wrinkles in 3D space. The need for a fast and easy reconstruction approach has emerged out in the recent years due to its application in various domains; 3D disaster management and military training etc. These details simulation must be as realistic as possible to convey different emotions according to the constantly changing situations in CVE during the runtime. For example, in 3D disaster management, it is important to use dynamic avatar emotions; firefighters should be frightened when dealing with a fire disaster and smiling when treating injures and evacuating habitants. However, the solution of facial animation remains a challenge that restricts the rapid and ease development of facial animation systems. In this work, the author presents extensible game engine architecture to easily produce real-time facial animations using a script atomic action without having to deal with control structures and 3D programing language. The proposed architecture defines various controllers, object behaviors, tactical and graphics rendering, and collision effects to quickly design 3D virtual environment. Firstly, the author gives the concept of atomic expression, and the method to build a parametrized script file according to the atomic expression. Then the author shows the validity of the generated expressions based on the MPEG-4 facial animation framework. Finally, the feasibility of the proposed architecture is tested via a firefighter scenario. The author's approach has the advantages over previous techniques of fitting directly an easy and faster technology with a high degree of programming independence. The author also minimizes the interaction with the game engine during the runtime by injecting dynamically the XML file into the game engine without stopping or restarting the engine.

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