• Title/Summary/Keyword: Nose map

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A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.6
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    • pp.1333-1337
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    • 2011
  • 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly by the improvement in CPU processing speed of Phones (hardware of smartphone). Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.300-303
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    • 2011
  • Owing to the improvement in CPU processing speed of Phones (hardware of smartphone), 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly. Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

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Facial Recognition Algorithm Based on Edge Detection and Discrete Wavelet Transform

  • Chang, Min-Hyuk;Oh, Mi-Suk;Lim, Chun-Hwan;Ahmad, Muhammad-Bilal;Park, Jong-An
    • Transactions on Control, Automation and Systems Engineering
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    • v.3 no.4
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    • pp.283-288
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    • 2001
  • In this paper, we proposed a method for extracting facial characteristics of human being in an image. Given a pair of gray level sample images taken with and without human being, the face of human being is segmented from the image. Noise in the input images is removed with the help of Gaussian filters. Edge maps are found of the two input images. The binary edge differential image is obtained from the difference of the two input edge maps. A mask for face detection is made from the process of erosion followed by dilation on the resulting binary edge differential image. This mask is used to extract the human being from the two input image sequences. Features of face are extracted from the segmented image. An effective recognition system using the discrete wave let transform (DWT) is used for recognition. For extracting the facial features, such as eyebrows, eyes, nose and mouth, edge detector is applied on the segmented face image. The area of eye and the center of face are found from horizontal and vertical components of the edge map of the segmented image. other facial features are obtained from edge information of the image. The characteristic vectors are extrated from DWT of the segmented face image. These characteristic vectors are normalized between +1 and -1, and are used as input vectors for the neural network. Simulation results show recognition rate of 100% on the learned system, and about 92% on the test images.

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The improved facial expression recognition algorithm for detecting abnormal symptoms in infants and young children (영유아 이상징후 감지를 위한 표정 인식 알고리즘 개선)

  • Kim, Yun-Su;Lee, Su-In;Seok, Jong-Won
    • Journal of IKEEE
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    • v.25 no.3
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    • pp.430-436
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    • 2021
  • The non-contact body temperature measurement system is one of the key factors, which is manage febrile diseases in mass facilities using optical and thermal imaging cameras. Conventional systems can only be used for simple body temperature measurement in the face area, because it is used only a deep learning-based face detection algorithm. So, there is a limit to detecting abnormal symptoms of the infants and young children, who have difficulty expressing their opinions. This paper proposes an improved facial expression recognition algorithm for detecting abnormal symptoms in infants and young children. The proposed method uses an object detection model to detect infants and young children in an image, then It acquires the coordinates of the eyes, nose, and mouth, which are key elements of facial expression recognition. Finally, facial expression recognition is performed by applying a selective sharpening filter based on the obtained coordinates. According to the experimental results, the proposed algorithm improved by 2.52%, 1.12%, and 2.29%, respectively, for the three expressions of neutral, happy, and sad in the UTK dataset.

The branching patterns and termination points of the facial artery: a cadaveric anatomical study

  • Vu Hoang Nguyen;Lin Cheng-Kuan;Tuan Anh Nguyen;Trang Huu Ngoc Thao Cai
    • Archives of Craniofacial Surgery
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    • v.25 no.2
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    • pp.77-84
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    • 2024
  • Background: The facial artery is an important blood vessel responsible for supplying the anterior face. Understanding the branching patterns of the facial artery plays a crucial role in various medical specialties such as plastic surgery, dermatology, and oncology. This knowledge contributes to improving the success rate of facial reconstruction and aesthetic procedures. However, debate continues regarding the classification of facial artery branching patterns in the existing literature. Methods: We conducted a comprehensive anatomical study, in which we dissected 102 facial arteries from 52 embalmed and formaldehyde-fixed Vietnamese cadavers at the Anatomy Department, University of Medicine and Pharmacy, Ho Chi Minh City, Vietnam. Results: Our investigation revealed eight distinct termination points and identified 35 combinations of branching patterns, including seven arterial branching patterns. These termination points included the inferior labial artery, superior labial artery, inferior alar artery, lateral nasal artery, angular artery typical, angular artery running along the lower border of the orbicularis oculi muscle, forehead branch, duplex, and short course (hypoplastic). Notably, the branching patterns of the facial artery displayed marked asymmetry between the left and right sides within the same cadaver. Conclusion: The considerable variation observed in the branching pattern and termination points of the facial artery makes it challenging to establish a definitive classification system for this vessel. Therefore, it is imperative to develop an anatomical map summarizing the major measurements and geometric features of the facial artery. Surgeons and medical professionals involved in facial surgery and procedures must consider the detailed anatomy and relative positioning of the facial artery to minimize the risk of unexpected complications.