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Computer facial animation is primarily an area of computer graphics that encapsulates methods and techniques for generating and animating images or models of a character face. The character can be a human , a humanoid, an animal , a legendary creature or character, etc. Due to its subject and output type, it is also related to many other ...
For a discussion on the vulnerabilities of Facenet-based face recognition algorithms in applications to the Deepfake videos: Pavel Korshunov; Sébastien Marcel (2022). "The Threat of Deepfakes to Computer and Human Visions" in: Handbook of Digital Face Manipulation and Detection From DeepFakes to Morphing Attacks (PDF). Springer. pp. 97– 114.
In computer graphics, graphics software refers to a program or collection of programs that enable a person to manipulate images or models visually on a computer. [1] Computer graphics can be classified into two distinct categories: raster graphics and vector graphics, with further 2D and 3D variants. Many graphics programs focus exclusively on ...
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MakeHuman is a free and open source 3D computer graphics middleware designed for the prototyping of photorealistic humanoids. It is developed by a community of programmers, artists, and academics interested in 3D character modeling .
Though video manipulation could be thought of as piecing together different video clips, the types of video manipulation extend further than that. For example, an actor can sit in front of a camera moving his face. The computer then generates the same facial movement in real time on an existing video of Barack Obama.
Digital puppetry is the manipulation and performance of digitally animated 2D or 3D figures and objects in a virtual environment that are rendered in real-time by computers. It is most commonly used in filmmaking and television production but has also been used in interactive theme park attractions and live theatre .
FACS coding is also used extensively in computer animation, in particular for computer facial animation, with facial expressions being expressed as vector graphics of AUs. [24] FACS vectors are used as weights for blend shapes corresponding to each AU, with the resulting face mesh then being used to render the finished face.