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dc.contributor.authorPejsa, Tomislaven_US
dc.contributor.authorMutlu, Bilgeen_US
dc.contributor.authorGleicher, Michaelen_US
dc.contributor.editorI. Navazo, P. Poulinen_US
dc.date.accessioned2015-02-28T15:21:49Z
dc.date.available2015-02-28T15:21:49Z
dc.date.issued2013en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12034en_US
dc.description.abstractExisting models of gaze motion for character animation simulate human movements, incorporating anatomical, neurophysiological, and functional constraints. While these models enable the synthesis of humanlike gaze motion, they only do so in characters that conform to human anatomical proportions, causing undesirable artifacts such as cross-eyedness in characters with non-human or exaggerated human geometry. In this paper, we extend a state-of-the- art parametric model of human gaze motion with control parameters for specifying character geometry, gaze dynamics, and performative characteristics in order to create an enhanced model that supports gaze motion in characters with a wide range of geometric properties that is free of these artifacts. The model also affords ''staging effects'' by offering softer functional constraints and more control over the appearance of the character's gaze movements. An evaluation study showed that the model, compared with the state-of-the-art model, creates gaze motion with fewer artifacts in characters with non-human or exaggerated human geometry while retaining their naturalness and communicative accuracy.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectAnimationen_US
dc.titleStylized and Performative Gaze for Character Animationen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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