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 |