“Automatic Synthesis of Eye and Head Animation According to Duration and Point of Gaze” by Kagiyama, Kawai, Kuwahara, Kato and Morishima

  • ©Hiroki Kagiyama, Masahide Kawai, Daiki Kuwahara, Takuya Kato, and Shigeo Morishima

  • ©Hiroki Kagiyama, Masahide Kawai, Daiki Kuwahara, Takuya Kato, and Shigeo Morishima

  • ©Hiroki Kagiyama, Masahide Kawai, Daiki Kuwahara, Takuya Kato, and Shigeo Morishima

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Entry Number: 44

Title:

    Automatic Synthesis of Eye and Head Animation According to Duration and Point of Gaze

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Abstract:


    In movie and video game productions, synthesizing subtle eye and corresponding head movements of CG character is essential to make a content dramatic and impressive. However, to complete them costs a lot of time and labors because they often have to be made by manual operations of skilled artists.
    [Itti et al. 2006] and [Yeo et al. 2012] proposed an automatic eyes and head’s motion control method by measuring a real person watching a displayed gaze point. However, in both approaches, a rotational angle and speed of eyes and head are treated together uniformly depending on the gaze point location. Specifically, dis-playing duration time of gaze target strongly influences the motion of eyes and head because the shorter the blink interval of a gaze target is, the more quickly a human response becomes to chase the target by the combination of eye rotation and head movement.
    In this paper, we propose a method to automatically control eyes and head by taking account of both gaze target location and its blink time duration. As a result, eye and head movement are modeled combined with measured data by a function whose arguments are gaze point angle and duration time.
    So a variety of gaze action along with head motion including Vestibule-ocular Reflex can be generated automatically by changing the parameters of a gaze angle and duration.


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