Related papers: Face-to-Parameter Translation for Game Character A…
Speech-driven 3D facial animation has been widely explored, with applications in gaming, character animation, virtual reality, and telepresence systems. State-of-the-art methods deform the face topology of the target actor to sync the input…
We study the problem of mapping an input image to a tied pair consisting of a vector of parameters and an image that is created using a graphical engine from the vector of parameters. The mapping's objective is to have the output image as…
We propose an alternative generator architecture for generative adversarial networks, borrowing from style transfer literature. The new architecture leads to an automatically learned, unsupervised separation of high-level attributes (e.g.,…
Manipulating human facial images between two domains is an important and interesting problem. Most of the existing methods address this issue by applying two generators or one generator with extra conditional inputs. In this paper, we…
Face attribute editing aims to generate faces with one or multiple desired face attributes manipulated while other details are preserved. Unlike prior works such as GAN inversion, which has an expensive reverse mapping process, we propose a…
Over the course of the last several years there was a strong interest in application of modern optimal control techniques to the field of character animation. This interest was fueled by introduction of efficient learning based algorithms…
In this research paper we suggest how to extract a face from an image, modify it, characterize it in terms of high-level properties, and apply it to the creation of a personalized avatar. In this research work we tested, we implemented the…
Textual information in a captured scene plays an important role in scene interpretation and decision making. Though there exist methods that can successfully detect and interpret complex text regions present in a scene, to the best of our…
Automatically adapting game content to players opens new doors for game development. In this paper we propose an architecture using persona agents and experience metrics, which enables evolving procedurally generated levels tailored for…
While large-scale pre-trained text-to-image models can synthesize diverse and high-quality human-centric images, an intractable problem is how to preserve the face identity for conditioned face images. Existing methods either require…
Translating face sketches to photo-realistic faces is an interesting and essential task in many applications like law enforcement and the digital entertainment industry. One of the most important challenges of this task is the inherent…
Interactive facial image manipulation attempts to edit single and multiple face attributes using a photo-realistic face and/or semantic mask as input. In the absence of the photo-realistic image (only sketch/mask available), previous…
In this paper, we propose the first sketching system for interactively personalized and photorealistic face caricaturing. Input an image of a human face, the users can create caricature photos by manipulating its facial feature curves. Our…
Recently, realistic image generation using deep neural networks has become a hot topic in machine learning and computer vision. Images can be generated at the pixel level by learning from a large collection of images. Learning to generate…
The study of ancient writings has great value for archaeology and philology. Essential forms of material are photographic characters, but manual photographic character recognition is extremely time-consuming and expertise-dependent.…
Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design…
This paper focuses on the problem of generating human face pictures from specific attributes. The existing CNN-based face generation models, however, either ignore the identity of the generated face or fail to preserve the identity of the…
Dialogue authoring in large games requires not only content creation but the subtlety of its delivery, which can vary from character to character. Manually authoring this dialogue can be tedious, time-consuming, or even altogether…
This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine,…
Policies trained in simulation often fail when transferred to the real world due to the `reality gap' where the simulator is unable to accurately capture the dynamics and visual properties of the real world. Current approaches to tackle…