FantaMorph

Last updated
FantaMorph
Developer(s) Abrosoft Co.
Operating system Microsoft Windows and Mac OS X
Size 7 MBfor Windows and 15 MB for Mac
Type Morphing
License Shareware
Website www.fantamorph.com

FantaMorph is morphing software for the creation of photo morphing pictures and sophisticated morph animation effects. The category of this software is Image Editor or Animation in Graphics or Multimedia. FantaMorph supports both Windows and Mac operating system, and comes in three different editions: Standard, Professional and Deluxe.

Morphing

Morphing is a special effect in motion pictures and animations that changes one image or shape into another through a seamless transition. morphing means stretching or as part of a fantasy or surreal sequence. Traditionally such a depiction would be achieved through cross-fading techniques on film. Since the early 1990s, this has been replaced by computer software to create more realistic transitions.

Animation process of creating animated films and series

Animation is a method in which pictures are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Today, most animations are made with computer-generated imagery (CGI). Computer animation can be very detailed 3D animation, while 2D computer animation can be used for stylistic reasons, low bandwidth or faster real-time renderings. Other common animation methods apply a stop motion technique to two and three-dimensional objects like paper cutouts, puppets or clay figures.

Graphics are visual images or designs on some surface, such as a wall, canvas, screen, paper, or stone to inform, illustrate, or entertain. In contemporary usage, it includes a pictorial representation of data, as in computer-aided design and manufacture, in typesetting and the graphic arts, and in educational and recreational software. Images that are generated by a computer are called computer graphics.

Contents

Some applications

For Fun: FantaMorph is used to visually show the changing of the same object or the transformation between different things.

Do Research: FantaMorph works to identify the changes in the facial expression in some Psychological researches. [1] [2] [3] [4]

Face Image Processing: Based on the features of “Face Locator” and “Face Mixer”, FantaMorph helps users to automatically detect the facial features (eyes, nose, mouth, etc.) and mix the feature/shape of multiple real faces to compose a virtual face. [5] [6] [7] [8]

Notes

Related Research Articles

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Cranial nerves are the nerves that emerge directly from the brain, in contrast to spinal nerves. 10 of the cranial nerves originate in the brainstem. Cranial nerves relay information between the brain and parts of the body, primarily to and from regions of the head and neck.

Facial expression motions or positions of subcutaneous human face muscles, conveying emotional state

A facial expression is one or more motions or positions of the muscles beneath the skin of the face. According to one set of controversial theories, these movements convey the emotional state of an individual to observers. Facial expressions are a form of nonverbal communication. They are a primary means of conveying social information between humans, but they also occur in most other mammals and some other animal species.

Body language is a type of nonverbal communication in which physical behaviors, as opposed to words, are used to express or convey information. Such behavior includes facial expressions, body posture, gestures, eye movement, touch and the use of space. Body language exists in both animals and humans, but this article focuses on interpretations of human body language. It is also known as kinesics.

Face perception is an individual's understanding and interpretation of the face, particularly the human face, especially in relation to the associated information processing in the brain.

Facial recognition system computer application capable of identifying or verifying a person from a digital image or a video frame from a video source

A facial recognition system is a technology capable of identifying or verifying a person from a digital image or a video frame from a video source. There are multiple methods in which facial recognition systems work, but in general, they work by comparing selected facial features from given image with faces within a database. It is also described as a Biometric Artificial Intelligence based application that can uniquely identify a person by analysing patterns based on the person's facial textures and shape.

Three-dimensional face recognition is a modality of facial recognition methods in which the three-dimensional geometry of the human face is used. It has been shown that 3D face recognition methods can achieve significantly higher accuracy than their 2D counterparts, rivaling fingerprint recognition.

Facial symmetry

Facial symmetry is one specific measure of bodily asymmetry. Along with traits such as averageness and youthfulness it influences judgments of aesthetic traits of physical attractiveness and beauty. For instance, in mate selection, people have been shown to have a preference of symmetry. This is because it is seen an indicator of health and genetic fitness, but also as holding adaptation qualities; reflecting the ability to withstand the changes in their environments.

Facial composite

A facial composite is a graphical representation of one or more eyewitnesses' memory of a face, as recorded by a composite artist. Facial composites are used mainly by police in their investigation of crimes. These images are used to reconstruct the suspect's face in hope of identifying them.

Visual Neuroscience is a branch of neuroscience that focuses on the visual system of the human body, mainly located in the brain's visual cortex. The main goal of visual neuroscience is to understand how neural activity results in visual perception, as well as behaviors dependent on vision. In the past, visual neuroscience has focused primarily on how the brain responds to light rays projected from static images and onto the retina. While this provides a reasonable explanation for the visual perception of a static image, it does not provide an accurate explanation for how we perceive the world as it really is, an ever-changing, and ever-moving 3-D environment. The topics summarized below are representative of this area, but far from exhaustive.

FaceGen is a 3D face-generating 3D modeling middleware produced by Singular Inversions. It is used where there is a need for a large number of different possible faces, either at random or from photographs. The most notable examples of its use are for player character creation in Tiger Woods PGA Tour, The Elder Scrolls IV: Oblivion and the Football Manager series, and for the character models used in Red vs. Blue season 9 and upwards.

PlayStation Eye digital camera model

The PlayStation Eye is a digital camera device, similar to a webcam, for the PlayStation 3. The technology uses computer vision and gesture recognition to process images taken by the camera. This allows players to interact with games using motion and color detection as well as sound through its built-in microphone array. It is the successor to the EyeToy for the PlayStation 2, which was released in 2003.

The cross-race effect is the tendency to more easily recognize faces of the race that one is most familiar with. A study was made which examined 271 real court cases. In photographic line-ups, 231 witnesses participated in cross-race versus same-race identification. In cross-race lineups, only 45% were correctly identified versus 60% for same-race identifications.

A jaw abnormality is a disorder in the formation, shape and/or size of the jaw. In general abnormalities arise within the jaw when there is a disturbance or fault in the fusion of the mandibular processes. The mandible in particular has the most differential typical growth anomalies than any other bone in the human skeleton. This is due to variants in the complex symmetrical growth pattern which formulates the mandible.

The N170 is a component of the event-related potential (ERP) that reflects the neural processing of faces.

MikuMikuDance proprietary freeware animation program

MikuMikuDance is a freeware animation program that lets users animate and create 3D animated movies, originally produced for the Vocaloid character Hatsune Miku. The MikuMikuDance program itself was programmed by Garnek (HiguchiM) and has gone through significant upgrades since its creation. Its production was made as part of the VOCALOID Promotion Video Project (VPVP).

VenueGen is a browser-based web conferencing service created and marketed by The Venue Network. It is a 3D virtual meeting software that enables users to interact with each other using avatars. Users can host and attend meetings, conferences, and trainings with other colleagues and upload rich media into virtual meeting rooms for real-time collaboration.

Emotional lateralization is the asymmetrical representation of emotional control and processing in the brain. There is evidence for the lateralization of other brain functions as well.

Faceware Technologies is an American company that designs facial animation and motion capture technology. The company was established under Image Metrics and became its own company at the beginning of 2012.

Emotion recognition is the process of identifying human emotion, most typically from facial expressions as well as from verbal expressions. This is both something that humans do automatically but computational methodologies have also been developed.

The face inversion effect is a phenomenon where identifying inverted (upside-down) faces compared to upright faces is much more difficult than doing the same for non-facial objects.

References

The Journal of Indian Society of Pedodontics and Preventive Dentistry is a quarterly peer-reviewed open access medical journal published by Medknow Publications on behalf of the Indian Society of Pedodontics and Preventive Dentistry. The journal covers research in pediatric dentistry, preventive and community dentistry, oral pathology, and dentofacial orthopedics.

Digital object identifier Character string used as a permanent identifier for a digital object, in a format controlled by the International DOI Foundation

In computing, a Digital Object Identifier or DOI is a persistent identifier or handle used to uniquely identify objects, standardized by the International Organization for Standardization (ISO). An implementation of the Handle System, DOIs are in wide use mainly to identify academic, professional, and government information, such as journal articles, research reports and data sets, and official publications though they also have been used to identify other types of information resources, such as commercial videos.