Appearance Controlled Face Texture Generation for Video Game Characters
Christian Murphy, Sudhir P. Mudur, Daniel Holden, Marc‐André Carbonneau, Donya Ghafourzadeh, Andre Beauchamp · 2020
Manually creating realistic, digital human heads is a difficult and time-consuming task for artists. While 3D scanners and photogrammetry allow for quick and automatic reconstruction of heads, finding an actor who fits specific character appearance descriptions can be difficult. Moreover, modern open-world videogames feature several thousands of characters that cannot realistically all be cast and scanned. Therefore, researchers are investigating generative models to create heads fitting a specific character appearance description. While current methods are able to generate believable head shapes quite well, generating a corresponding high-resolution and high-quality texture which respects the character’s appearance description is not possible using current state of the art methods.