FaceTracker is a C/C++ API for real time generic non-rigid face alignment and tracking.
Goal:
Non-rigid face alignment and tracking is a common problem in computer vision. It is the front-end to many algorithms that require registration, for example face and expression recognition. However, those working on algorithms for these higher level tasks are often unfamiliar with the tools and peculiarities regarding non-rigid registration (i.e. pure machine learning scientists, psychologists, etc.). Even those directly working on face alignment and tracking often find implementing an algorithm from published work to be a daunting task, not least because baseline code against which performance claims can be assessed does not exist. As such, the goal of FaceTracker is to provide source code and pre-trained models that can be used out-of-the-box, for the dual purpose of:
1. Promoting the advancement of higher level inference algorithms that require registration.
2. Providing baseline code to promote quantitative improvements in face registration.
Features:
* Real time: ranging from 20-30 fps (depending on processor, compiler and use of OpenMP)
* Generic: designed to work for most people under most conditions
* No training required: a pre-trained model is provided
* Detection based initialisation: no user intervention required
* Automatic failure detection: requires no user re-initialisation
* Camera or video input
Even though the human eye is one of the central features of individual appearance, its shape has so far been mostly approximated in our community with gross simplifications. In this paper we demonstrate that there is a lot of individuality to every eye, a fact that common practices for 3D eye generation do not consider. To faithfully reproduce all the intricacies of the human eye we propose a novel capture system that is capable of accurately reconstructing all the visible parts of the eye: the white sclera, the transparent cornea and the non-rigidly deforming colored iris. These components exhibit very different appearance properties and thus we propose a hybrid reconstruction method that addresses them individually while respecting their inter-dependencies. The result of our system is a complete model of both spatio-temporal shape and texture at an unprecedented level of detail. The captured eyes will not only enable the creation of more believable digital humans but have potential applications in fields other than computer graphics, such as ophthalmology. Finally, we believe that the findings of this paper will alter our community's current assumptions regarding human eyes, and our work has the potential to significantly impact the way that eyes will be modelled in the future.
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"character skinning made easy"
ngSkinTools is a skinning plugin for Autodesk Maya, introducing new concepts to character skinning such as layers, any-pose-mirroring, enhanced paint brushes, true smoothing, and more.
LAYERS
Skinning layers are a central feature of ngSkinTools. With them, you break your rig down into easier manageable parts and edit them separately, then blend everything together through layer transparency.
They're not just a simple way to make your work more organized - they also physically isolate groups of influences from the rest of the rig, so paint and edit operations won't mix-in influences you were not expecting. This also allows you do things that were impossible before: per-layer mirroring, adjusting influence weight up/down through layer transparency, blend transfered weights with previous weights, to name a few.
MIRRORING
You won't be needing to go to T-pose again when going through paint+mirror cycle, you can mirror in any pose now. There's also a much greater control over what influences mirror onto which one: associating left-right influences by name without prefix, manual association overrides, etc. Mirroring is also layer-friendly, so you can mirror just the parts of your model you're currently working on - very helpful, when you want to keep other parts of your rig intact.
PAINTING
ngSkinTools has it's own set of paint tools, which are capable of working on a per-layer basis. Each tool maintains it's own intensity, which is handy when toggling between smooth and replace through shift-modifier. Smooth is completely redesigned and you're going to just love it:)
smoothing
The new smooth brush gives much better results, as it operates on all influences of a vertex at once. For even greater control, the more precise "relax weights" tool is there, which also can smooth across mesh boundaries and thin meshes.
COMPATIBILITY
ngSkinTools operate on standard maya's skinCluster (also known as "smooth skin"), so no custom nodes will be req
Wrap is a topology transfer tool. It allows to utilize the topology you already have and transfer it onto your new 3D-scanned data. The resulting models will not only share the same topology and UV-coordinates but also will naturally become blendshapes of each other.
The rapid rig is a tool designed to bridge the gap between character modeling and character animation. Using the user interface, the script enables the user to set up a bi-pedal character skeleton and rig in minutes, a process which can take up to several days.
The advanced version of the rig comes with enhanced features including:
* customizable number of fingers and toes
* stretchy and "toony" arms, legs, neck and spine
* elbow and knee locking and following in inverse kinematics
* orientation control for hips, shoulders, head and eyes
* optional geometry created based on the user's rig set-up, as well as other animator-friendly controls.
* animation interface for speeding up animation pipeline
Facial animation test including lip sync. Based on the Facial Action Coding System (FACS) by Dr Paul Ekman.
Created with Softimage XSI by Paul Charisse (modeling, animation) and Andrea Interguglielmi (scripting).