To Stylize or not to Stylize? The Effect of Shape and Material Stylization on the Perception of Computer-Generated Faces
|Eduard Zell1||Carlos Aliaga2||Adrian Jarabo2||Katja Zibrek3|
|Diego Gutierrez2||Rachel McDonnell3||Mario Botsch1|
|1Bielefeld University||2Universidad de Zaragoza||3Trinity College Dublin|
ACM Transaction on Graphics 34(6), SIGGRAPH Asia 2015
Virtual characters contribute strongly to the entire visuals of 3D animated films. However, designing believable characters remains a challenging task. Artists rely on stylization to increase appeal or expressivity, exaggerating or softening specific features. In this paper we analyze two of the most influential factors that define how a character looks: shape and material. With the help of artists, we design a set of carefully crafted stimuli consisting of different stylization levels for both parameters, and analyze how different combinations affect the perceived realism, appeal, eeriness, and familiarity of the characters. Moreover, we additionally investigate how this affects the perceived intensity of different facial expressions (sadness, anger, happiness, and surprise). Our experiments reveal that shape is the dominant factor when rating realism and expression intensity, while material is the key component for appeal. Furthermore, our results show that realism alone is a bad predictor for appeal, eeriness, or attractiveness.
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