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Autromated Lip-Sync Framework for Video Game / (Record no. 23406)

MARC details
000 -LEADER
fixed length control field 04022nam a2200277 4500
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 250512t2022 bx a|||| |||| 00| 0deng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
Qualifying information hardback
040 ## - CATALOGING SOURCE
Original cataloging agency Universiti Teknologi Brunei
Language of cataloging eng
Transcribing agency UTB
084 ## - BOOK Call Number
Classification number UTB 120 REPORT, THESIS & DISSERTATION
-- RTDS 368
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Hazim Adfarid bin Haji Maz Adanan
Relator term author
245 10 - TITLE STATEMENT
Title Autromated Lip-Sync Framework for Video Game /
Statement of responsibility, etc. Hazim Adfarid bin Haji Maz Adanan
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Place of publication, distribution, etc. Bandar Seri Begawan :
Name of publisher, distributor, etc. Universiti Teknologi Brunei ,
Date of publication, distribution, etc. ©2022
300 ## - PHYSICAL DESCRIPTION
Extent xii, 85 pages :
Other physical details illustrations ;
Dimensions 30 cm
500 ## - GENERAL NOTE
General note submitted in fulfilment of the requirements for the degree of Master of Science
500 ## - GENERAL NOTE
General note Abstract<br/><br/>Lip-syncing in 3D animation is the process of matching the shape of the lips of the character based on the character's speech. In general, this is a tedious process; and requires a lot of time to do. In video games development that involved 3D characters, with storylines and narratives that involve a lot of the characters talking in a scene or during gameplay, lip-syncing each character for every speech takes too much time. To solve such a problem, game developers often avoided lip-syncing altogether or created an automated lip-sync algorithm that automated the process of lip-syncing. While this automated lip-sync algorithm worked as intended, often time the result was a character that looks very robot-like and not quite believable. To further explain, when we said believable, we want a 3D character to look like they are an actual animated character with decent lip-syncing motion instead of a puppet flapping its jaw. As a game developer who made a story that involves the character talking, we want our audience the player to feel immersed when they play the video game, and one of the key factors is to make the character look believable when they talk.<br/><br/>For this thesis, we proposed an automated lip-sync framework for the Unreal Engine 4 game engine. This framework automates the process of lip-syncing based on speech signals while providing a decent lip-syncing animation quality. To achieve this, our automated lip-sync framework was constructed by using blueprint scripting within the Unreal Engine 4 game engine. Our framework only required the animator to provide their 3D character, with the corresponding visemes animation files, and an audio voice file. Our framework automated the process of lip-syncing by animating the lip shapes with the given audio speech in real-time. This method does not use machine learning to keep it lightweight to optimize for video games environments. The framework itself was designed to be modular, as it can be used and duplicated for multiple different characters. The framework supports audio input from different speech patterns which could be in diverse dynamic ranges, pitches, tempos, and different languages. Furthermore, since the framework was created within the Unreal Engine 4 game engine itself, it does not require any external software to work; this makes things convenient for video game developers who use Unreal Engine 4, as the purpose of this framework was made for this particular game engine. This thesis covered how our automated lip- Sync framework was built from the ground up and what components were needed. This thesis was also written to be somewhat informative for future researchers who wish to pursue video game development that involves lip-syncing animation for 3D characters.
504 ## - Bibliography, Etc. Note
Bibliography, Etc. Note Includes bibliographical references
650 #4 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Computer graphics
General subdivision Technological innovations
650 #4 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Computer animation
650 #4 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Video games
General subdivision Design and construction
710 ## - ADDED ENTRY--CORPORATE NAME
Corporate name or jurisdiction name as entry element Universiti Teknologi Brunei
Subordinate unit School of Computing and Informatics
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme Local Classification
Suppress in OPAC No
Koha item type Reports, Thesis & Dissertation Students
998 ## - LOCAL CONTROL INFORMATION (RLIN)
Internal field Reports, Thesis & Dissertation
CC (RLIN) 850384 : 002215 c.1_UTB
Internal field Universiti Teknologi Brunei
998 ## - LOCAL CONTROL INFORMATION (RLIN)
Internal field CD-ROM
CC (RLIN) 850445 : CD No. RTDS CD 60 UTB
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Home library Current library Shelving location Date acquired Source of acquisition Total Checkouts Full call number Barcode Date last seen Price effective from Koha item type Public note
    Local Classification Not damaged   Universiti Teknologi Brunei Library Universiti Teknologi Brunei Library - at level 2 12/05/2025 Universiti Teknologi Brunei   UTB 120 REPORT, THESIS & DISSERTATION, RTDS 368 850384 12/05/2025 12/05/2025 Reports, Thesis & Dissertation Students Reg. No. 002215_UTB [RTDS 368]
    Local Classification Not damaged   Universiti Teknologi Brunei Library Universiti Teknologi Brunei Library - at level 2 13/05/2025 Universiti Teknologi Brunei   UTB 120 REPORT, THESIS & DISSERTATION, RTDS CD 60 850445 13/05/2025 13/05/2025 Report. Thesis & Desertation Students - Media RTDS CD 60_UTB

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