WEKO3
アイテム
Making Kabuki Face
https://ipsj.ixsq.nii.ac.jp/records/100466
https://ipsj.ixsq.nii.ac.jp/records/100466dc272fc9-67a1-497d-85fd-7d35acdaabd6
名前 / ファイル | ライセンス | アクション |
---|---|---|
![]() |
Copyright (c) 2004 by the Information Processing Society of Japan
|
|
オープンアクセス |
Item type | Symposium(1) | |||||||
---|---|---|---|---|---|---|---|---|
公開日 | 2014-04-01 | |||||||
タイトル | ||||||||
言語 | en | |||||||
タイトル | Making Kabuki Face | |||||||
言語 | ||||||||
言語 | eng | |||||||
資源タイプ | ||||||||
資源タイプ識別子 | http://purl.org/coar/resource_type/c_5794 | |||||||
資源タイプ | conference paper | |||||||
著者所属(英) | ||||||||
en | ||||||||
Department of Human and Computer Intelligence, Ritsumeikan University | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Department of Human and Computer Intelligence, Ritsumeikan University | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Department of Human and Computer Intelligence, Ritsumeikan University | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Department of Human and Computer Intelligence, Ritsumeikan University | ||||||||
著者名(英) |
Xu, Weiwei
× Xu, Weiwei
|
|||||||
論文抄録(英) | ||||||||
内容記述タイプ | Other | |||||||
内容記述 | This paper introduces our work on making use of Computer Graphics technology to preserve Japanese ancient art: Kabuki. The purpose of our project is to reconstruct realistic 3D face model of ancient Kabuki player. To achieve this, we design a pipeline: 3D data scanning, texture mapping, mesh deformation and facial animation. After defining corresponding feature points, we can solve texture mapping problem as an optimization or an interpolation problem. Two texture mapping methods, Conjugate Gradient optimization and Radial Basis Function, are presented in this paper. Experimental results show that we can solve texture mapping problem efficiently. Finally, we analyze and compare the results from these two methods. | |||||||
書誌情報 |
じんもんこん2004論文集 巻 2004, p. 25-29, 発行日 2004-12-09 |
|||||||
出版者 | ||||||||
言語 | ja | |||||||
出版者 | 情報処理学会 |