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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Method for Modifying the Geometry of 3D Surfaces in USDZ Format with Further Implementation in the SceneKit Game Engine</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Dmytro Ostrovka</string-name>
          <email>dmytro.v.ostrovka@lpnu.ua</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vasyl Teslyuk</string-name>
          <email>vasyl.m.teslyuk@lpnu.ua</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mariana Seneta</string-name>
          <email>mariana.y.seneta@lpnu.ua</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Iryna Kazymyra</string-name>
          <email>iryna.y.kazymyra@lpnu.ua</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tetyana Smerdova</string-name>
          <email>tetiana.a.smerdova@lpnu.ua</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Lviv Polythechnic National University</institution>
          ,
          <addr-line>12 Bandery St., Lviv, 79000</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>To tackle the challenge of synthesizing and modifying realistic 3D avatars on mobile devices while maintaining optimal display performance, a new method for modifying the geometry of three-dimensional models of user faces is presented. This method combines a basic model with software adaptation and generates a set of morphs representing human facial features, enabling the creation of various unique facial configurations. It is described the working algorithm of the developed method on the iOS platform with the use of built-in tools such as the SceneKit game engine. The result of applying of the developed method and algorithm is a mobile application for the iOS platform that allows users to modify their digital 3D avatars by dynamically altering the geometry of model surfaces. The presented system is compatible with augmented and virtual reality solutions, offering enhanced user experience and promoting long-term use of mobile applications in various industries, including entertainment, video games and augmented/virtual reality systems.</p>
      </abstract>
      <kwd-group>
        <kwd>1 3D morphable model</kwd>
        <kwd>iOS</kwd>
        <kwd>SceneKit</kwd>
        <kwd>USDZ</kwd>
        <kwd>3D avatar</kwd>
        <kwd>COLLADA</kwd>
        <kwd>FBX</kwd>
        <kwd>digital face</kwd>
        <kwd>GLB</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The synthesis of a three-dimensional model of the user's face (3D morphable model [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ], a digital
avatar [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ]) is becoming an increasingly relevant topic in the modern technological environment. As
the world becomes increasingly digital, the ability to accurately model and represent human faces in
3D space has become an important area of research for many fields, including computer vision [
        <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
        ],
3D graphics [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], artificial intelligence [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and augmented reality [
        <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
        ]. Due to powerful machine
learning algorithms and advanced 3D scanning methods, it became possible to create highly detailed
and realistic 3D models of human faces [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] that can be used in a wide range of applications.
      </p>
      <p>Modern approaches to creating 3D models of user faces achieve different levels of realism - from
realistic to cartoon or semi-realistic. Although realistic 3D models most accurately reproduce the
human face and may be a better solution for certain applications such as medical simulations, their
synthesis and use may be related with ethical problems. For example, creating a realistic 3D face of a
person without his consent can be a violation of his privacy. In addition, using such models for certain
purposes (such as impersonating someone or creating fake videos) can have negative consequences
for the person whose face was used in the model. Also, synthesizing a realistic 3D face model can
require a significant number of detailed and personal data, such as high-quality photos, videos and 3D
scans, to accurately convey all the features of a person's facial features.</p>
      <p>The question of cultural and ethical biases in the synthesis of realistic digital avatars attracts
attention as a potential problem of recent studies [18, 22]. Convolutional networks trained on specific
datasets can have difficulty accurately modeling dark-skinned individuals, leading to biased or
inaccurate results. Mitigation of these problems requires diversification of training data and constant
consideration of ethical reasons throughout the process of creating and using digital avatars. On the
other hand, cartoon or semi-realistic avatars can offer some protection from a number of ethical
concerns, as they are less likely to be confused with real people and are much easier to
programmatically adapt the model's colors. Another problem of synthesized 3D avatars is the mesh
geometry editing process due to the limitations of the statistical models used for generating these
models.</p>
      <p>These models are based on large datasets of 3D scans and can have various artifacts,
inconsistencies and non-uniform geometry, which can make editing difficult. Additionally, the
generated digital avatars may not have a consistent topology, further complicating the mesh editing
process. Despite significant progress in research on the synthesis of three-dimensional avatars in
recent years, the issue of the performance of rendering avatars on mobile devices has not been given
due attention. With the growing popularity of mobile devices as a platform for consuming 3D content,
especially in solutions using augmented reality [23-26], optimized 3D models, as well as solutions for
their effective display on these devices, have become a necessity.</p>
      <p>When displaying 3D content on mobile devices, the size of 3D models is an important aspect. It
affects rendering efficiency and the experience of user interacting with the models. The balance
between the size of the model and the completeness of the data, contained in it, must be provided to
ensure efficient use of disk space on mobile devices while maintaining the necessary rendering
quality, 3D models of the user's avatar.</p>
      <p>Achieving such balance is a difficult task, as reducing the size of the model often leads to a
deterioration in the quality of the form [21], that significantly reduces their effectiveness and
negatively affects the user experience.</p>
      <p>Therefore, it is important to develop methods that can optimize the size of 3D digital avatars
without compromising their accuracy and quality. These methods should be designed to work
optimally on mobile devices with their limited computing power and memory resources. Due to such
optimization, it is possible to achieve improvements in the ease of interaction and the effectiveness of
displaying digital avatars on mobile devices. It can help in solving a number of product tasks. For
example, the next tasks: increasing the level of engagement and retention of product users or wider
use of these solutions on the platform.</p>
      <p>This work focuses on the development of methods of dynamically change the geometry of digital
user avatars, taking into account the problem of rendering performance of three-dimensional objects
on mobile platforms.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related works</title>
      <p>In researches focused on photorealistic 3D face reconstruction [12, 13], artificial neural network
systems and proprietary methods of capturing and reconstructing detailed 3D models of human faces
are usually used. This allows for a high level of realism and customization. It is common to use the
transformation of a 2D user image [13] to create a 3D mesh, or even neural network convolutions in a
3D mesh space directly [12].</p>
      <p>Although such an approach currently shows the most realistic result in the industry, such solutions
still have a number of drawbacks. They are taken into account in the methods developed in this work.
For example, it is the difficulty of correctly reproducing dark skin tones, which is related to the data
sets used during the training of neural networks. In addition, there is an ethical concern about the
possibility of using photorealistic 3D models for malicious purposes.</p>
      <p>An alternative to photorealistic 3D reconstructions is the synthesis of three-dimensional caricature
faces, which include distortion and exaggeration of certain facial features for comedic or artistic effect
[14, 15]. Although such result may be desirable in some industries (such as entertainment or
advertising), the results of these methods are highly specialized and have many limitations in use. For
example, it is the use in medical imaging or in cases of advertising goods and services in the field of
beauty.</p>
      <p>It is also important to note that the extremeness and unrealistic nature of the distortion must be
taken into account when designing ethical products. This is especially important to ensure that these
decisions do not have unintended negative consequences.</p>
      <p>This article proposes methods that take into account these ethical implications. In turn, this enables
development of products and solutions that are not only efficient but also ethical.</p>
      <p>Most similar to our developed solutions are studies related to the creation of semi-realistic 3D
avatars. Some of them also use the approaches of training their own neural networks to determine the
characteristics of the user's face and create a three-dimensional model, as in works [16, 17].</p>
      <p>In work [18], these decisions are strengthened by searching for the most suitable properties of the
user's image among the three-dimensional models available in the library, such as glasses, hair on the
head or face.</p>
      <p>However, it is important to note that the authors of the mentioned works did not consider the
possibility of changing or customizing the obtained 3D face, and also left open the question of
mirroring the user's facial expressions for augmented or virtual reality systems.</p>
      <p>Work [19] is aimed at photorealistic 3D face reconstruction. However, here the authors also
consider the issue of displaying the user's facial expressions, but in a slightly different way than in our
research. Also, the mentioned work considers a mobile device for a more mobile and affordable face
synthesis tool. However, it is used only as a reading device, while all calculations and the synthesis
take place on a PC.</p>
      <p>It is worth noting that all related works focus on the creation of a 3D model of the user's face, but
usually do not describe the problems of integration into a specific game engine and the means of
interaction between the user and the synthesized face, especially on mobile devices.</p>
      <p>Accordingly, the aim of our research is to improve the efficiency of the process of dynamically
changing the geometry of 3D surfaces based on the development of a method for the SceneKit game
engine.</p>
      <p>The object of the work is the process of dynamically changing the geometry of 3D surfaces for the
SceneKit game engine.</p>
      <p>The subject of research is the method and means of dynamically changing the geometry of 3D
surfaces for the SceneKit game engine.</p>
      <p>To realize the goal, the following tasks must be solved:
 to conduct a literary analysis of the methods of dynamic change of the geometry of 3D
surfaces;
 to develop a method of dynamically changing the geometry of 3D surfaces for the SceneKit
game engine;
 to develop an algorithm for system operation using the method in point 2;
 to conduct research on the developed method of dynamically changing the geometry of 3D
surfaces in the SceneKit game engine on the iOS platform.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Materials and methods</title>
      <p>The developed method is based on the combination of a ready-made 3D model and its software
adaptation. This approach differs from previous studies that relied exclusively on fully software
implementations. As a result, this approach gives the user the opportunity to adjust the synthesized
model.</p>
      <p>The algorithm of the developed method is presented in Figure 1. It includes the preliminary
creation of a set of morphs of human facial features.</p>
      <p>This makes it possible to fill a three-dimensional model with a large number of geometric
combinations, keeping the size of the original model relatively small for porting to a mobile OS [27]
(5 MB without taking into account the set of textures).</p>
      <p>Expanding the set
of existing morphs
Creating a basic</p>
      <p>3D model
Creating a set of
morphs of facial</p>
      <p>features</p>
      <p>Combining and
correcting morphs with</p>
      <p>each other
Software adaptation of</p>
      <p>the model
No</p>
      <p>Is the
desired number of
element variations
achieved?</p>
      <p>Yes
Creating a 3D model in</p>
      <p>USDZ format
Further model rendering
and integraion</p>
      <p>End</p>
      <p>In the course of the work, it was developed a set of morphs, which are used to create unique
configurations of various facial elements, such as the nose, eyes, lips, cheeks, eyebrow shape and
chin.</p>
      <p>This set is represented by the formula
 
= ∑ ∈     ,
(1)
where  is a set containing all morphs,   is the weight coefficient of the specific morph setting,   is
a geometric representation of each designed morph of the user's face,  is a number of morphs.</p>
      <p>Since adjusting the weighting coefficients of one morph leads to change of the model geometric
grid, the formula is represented by the sum of morphs. The change one of them will geometrically
affect all other available morphs. It is worth noting that the given set of morphs can be modified and
expanded if necessary. At the same time, changes at the model level will not require additional
changes in the implementation logic of the software part.</p>
      <p>The base model and morph set of human facial features are designed using Blender open-source
software. The purpose of this work is to use the developed model on a mobile device, so 3D files must
be supported by the system game engine.</p>
      <p>According to studies in work [20], the USDZ format is the most optimal for porting to the iOS
mobile operating system, and is also supported by built-in game engines.</p>
      <p>However, work [21] investigates the problems of exporting three-dimensional models from their
development environments to the USDZ format, in particular, the formation of folds (geometry
deformations) and the problems of displaying model animations.</p>
      <p>Also, in the course of this research, the problems of presenting the developed morphs in the source
file of the three-dimensional model in the USDZ format were revealed. To solve the listed conversion
problems, three-dimensional model adaptation software was used.</p>
      <p>It was developed the algorithm of the system of dynamic change of three-dimensional surfaces of
the user's avatar, taking into account the built-in methods and tools in the iOS operating system.</p>
      <p>Adjustment of the
weighting coefficients</p>
      <p>Start</p>
      <p>Integration of the
model on iOS plaform</p>
      <p>Processing of the
model with the
SceneKit game engine</p>
      <p>Aggregation of the</p>
      <p>model’s morphs
Rendering of the model in
the SceneKit game engine
No</p>
      <p>Is the
desired accuracy
of the model
achieved?</p>
      <p>Yes
Further integration of the
configured model</p>
      <p>End</p>
      <sec id="sec-3-1">
        <title>The developed algorithm consists of the following steps. Step 1. Porting the 3D model to the iOS operating system. Step 2. Reading the 3D model in USDZ format with the SceneKit game engine and creating an object to represent the model in the SCNNode type system.</title>
        <p>Step 3. Search for all available morphs in the model. The developed at the modeling stage morphs
that responsible for adjusting the features of the user's face (shapes of the nose, eyes, etc.), are
grouped into data sets for adjustment in the following steps.</p>
        <p>Step 4. Render the SCNNode object of the 3D model using the SceneKit game engine.</p>
        <p>Step 5. Due to interacting with the customization interface, configure the existing morph sets until
the accuracy of the avatar display satisfies the user.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Base 3D model</title>
      </sec>
      <sec id="sec-3-3">
        <title>User Input</title>
      </sec>
      <sec id="sec-3-4">
        <title>Morphs weights modification</title>
      </sec>
      <sec id="sec-3-5">
        <title>Game engine rendering</title>
        <p>The block diagram of the algorithm of the system for dynamically changing the geometry of the
user's three-dimensional avatar on the iOS platform is shown in Figure 2.</p>
        <p>The proposed scheme (Figure 3), which consists of three main parts, intends to outline how the
created method should be used from the user's or client-side perspective.</p>
        <p>Firstly, it employs a predefined model with modification morphs, allowing users to easily adapt
and customize the model according to their needs.</p>
        <p>Secondly, the schema considers user input for morphs weight modification, enabling individuals to
fine-tune the model with personalized adjustments, creating a more tailored experience.</p>
        <p>Lastly, to ensure optimal performance on mobile devices, the method incorporates mobile
rendering through built-in tools such as SceneKit. This approach, with its user-centric focus, seeks to
revolutionize the 3D modeling experience by providing a seamless and intuitive method that caters to
the needs of users and clients alike.</p>
        <p>The developed system, as outlined in the provided text, presents a comprehensive method for
generating and modifying customizable avatars within a virtual environment. By utilizing a tuple of
data,
the system effectively incorporates a basic three-dimensional model (  ) that serves as the
foundation for the avatar creation process. The set of morphs (  ) offers a collection of customizable
elements that enable users to personalize their avatars according to their preferences.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Results and discussion</title>
      <p>The result of the developed method and algorithm is a mobile application for the iOS platform.
The application is developed in the Swift programming language, and allows the user to uniquely
customize a digital 3D avatar by dynamically changing the geometry of the model's surfaces.</p>
      <p>An example of the work of the developed method is presented in Figure 4 and Figure 5.</p>
      <p>As can be seen in Figure 5, the geometric mesh of the model changes according to the user-defined
settings of morphs weight coefficients.</p>
      <p>To ensure compatibility across different platforms, the system includes a set of software and
hardware ( ) specifically designed for displaying the three-dimensional model. Lastly, the set of
morph modification operations (  ) provides a range of actions for further refining the avatar's
appearance, granting users the flexibility to make adjustments as desired.</p>
      <p>This robust approach to avatar creation not only simplifies the process but also fosters a more
immersive and engaging user experience in virtual environments.</p>
      <p>The developed system is suitable to scalable. Due to the use of the USDZ format, it saves morphs
in an optimized way compared to common formats in the industry, such as Collada, FBX or GLB.</p>
      <p>The developed system can be implemented in augmented and virtual reality solutions, as the
rendering process takes place using the SceneKit game engine. Combined with the ARKit system
library, the game engine allows to display and manipulate 3D models in the real world.</p>
      <p>Unlike existing solutions [12, 13], which rely on convolutional networks to create realistic digital
avatars, the proposed our methods avoid the ethical problems associated with the creation of
unauthorized digital avatars that can be used against a person whose face was synthesized.</p>
      <p>Compared to the caricature synthesis methods presented in works [14, 15], the developed our
solutions are more balanced and carry a neutral (calm) expression of the geometry of the user's digital
avatar in order to prevent any potential harm from excessive extremization of the synthesized face.</p>
      <p>Available semi-realistic solutions in works [16, 17] also focus on neutral digital avatars, but do not
include methods for editing a three-dimensional model by the user.</p>
      <p>The work [18] also presents the methods of synthesis of a semi-realistic three-dimensional model,
which make it possible to select and adjust such additional characteristics of the model as glasses or a
hairstyle. But these methods do not describe the means of editing the geometry of elements of the
user’s face, such as the nose or mouth, as was done in the course of this scientific work.</p>
      <p>The paper [19] also describes the importance of the three-dimensional avatar synthesis system for
optimization on mobile platforms. However, the mentioned work does not present optimization
solutions for a specific mobile platform. And the synthesis, apart from the collection of input data,
takes place on a PC. The work [19] also uses the approach of combining pre-developed morphs with
software settings already during synthesis, but the mentioned approach is not used for user emotion
morphs.</p>
      <p>The methods described in our work, in turn, involve the use of a similar approach to change the
geometry of the avatar's face, and also involve the combination with morphs of the user's emotions,
which significantly expands the user functionality compared to work [19].</p>
      <p>In addition, the method developed in this work describes the algorithm for rendering and
manipulating a synthesized avatar on the iOS mobile platform using the USDZ file format and the
SceneKit game engine. This approach provides a more optimal way to store both the model mesh and
the morphs, which leads to increasing of efficiency when porting the model to the platform, as well as
when scaling the model to a larger number of morphs.</p>
      <p>Size of the synthesised model (MB)
Collada</p>
      <p>Fbx</p>
      <p>Glb
USDZ
0
20
40
60
80
100
120
140
General</p>
      <p>Resources</p>
      <p>With morphs</p>
      <p>Without morphs</p>
      <p>In addition, using SceneKit as a game engine it is ensured smooth and accurate rendering of 3D
models, thereby providing a more immersive and realistic user experience. Along with this, the USDZ
file format is optimally supported by the iOS platform, which ensures wider compatibility and
integration with other applications.</p>
      <p>Thus, the method proposed in this paper is an optimized and effective tool of visualization and
manipulation of the user's digital avatar on the iOS platform, which improves the user experience
while maintaining a high level of efficiency and scalability.</p>
      <p>To compare the volume of the source files, we considered the developed three-dimensional model
(Figure 4) with the same set of morphs. This model has been exported to the most common 3D file
formats such as Collada [28], Fbx [29], GLB and USDZ [30].</p>
      <p>As can be seen in the comparison diagram (Figure 6), the model in the USDZ format takes up the
least amount of disk space compared to the others.</p>
      <p>It is worth noting that the yellow and orange colors on the diagram correspond to the size of the
model without including morphs and with their addition to the file structure, respectively.</p>
      <p>According to the obtained data, the use of models in this format shows better results in both cases.</p>
      <p>Three-dimensional models can often use textures (UV maps) to give visual color to a 3D object. In
the synthesized model, the set of texture resources is unchanged and occupies the same amount of
disk space regardless of the file type. It is represented in green in the diagram.</p>
      <p>Thus, the output size of the file that will be used when porting and rendering a 3D model on a
mobile device, is equal to the sum of the amounts of resources and the storage structure of the 3D
model. That is brown color in the diagram.</p>
      <p>The developed method of dynamically changing the geometry of 3D models using the USDZ
format gave better results compared to other popular methods using such formats as COLLADA,
FBX and GLB. Using the capabilities of the USDZ format it is created a 3D model with less weight,
ultimately resulting in faster load times and improved overall performance. This is especially
important for applications in areas such as AR/VR, where reaction speed is important.</p>
      <p>Additionally, the USDZ format provides seamless compatibility with Apple platforms, that
provides an advantage over other approaches.</p>
      <p>Thus, using USDZ to create lightweight 3D models proved to be a more efficient and versatile
solution compared to traditional methods based on COLLADA, FBX or GLB file formats.</p>
      <p>The approach highlighted in the research marks a significant stride amidst the escalating demand
for interactive and immersive mobile applications. By giving users more control over avatar
customization, it not only transforms the experience in AR and VR environments, but also adds depth
to the virtual user experience, leading to increased user engagement. Furthermore, the innovative
development outlined in the research isn't exclusive to a particular domain. It has potential
applications spanning across diverse sectors like gaming and social media. The resulting improvement
in visualization and customization of digital avatars can be a game-changer in enhancing user
engagement and satisfaction. This could significantly contribute to higher retention rates in digital
platforms, a key metric in the success of these applications. As such, the approach detailed in the
study suggests the possibility of subtly influencing the direction of mobile applications and virtual
platforms towards a more user-centric customization strategy.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusions</title>
      <p>The paper analyzes the existing methods of synthesis of three-dimensional avatar of the user on
mobile devices. The problems of existing solutions for modeling realistic, semi-realistic and animated
3D avatars of the user have been formulated.</p>
      <p>It has been established that high-quality realistic solutions based on neural networks have a
number of unresolved ethical problems in the field, and are also difficult to undergo geometric
modifications. Existing semi-realistic and animation solutions may include methods for modifying the
model by the user, but do not describe methods for optimizing the display of a digital avatar on
mobile devices.</p>
      <p>It was developed a method and was described the algorithm for modifying the user's synthesized
digital avatar by combining the basic model with software adaptation.</p>
      <p>The approach differs from previous studies that relied solely on software implementations,
allowing the user to solve the problem of editing the synthesized model. The method involves creating
a set of morphs of human facial features that can be used to generate various unique facial
configurations. The set is represented by a formula containing weighting coefficients and a geometric
representation of each morph.</p>
      <p>It was developed the algorithm for the operation of developed methods on the iOS platform using
built-in methods and tools of the platform, such as the SceneKit game engine.</p>
      <p>The result of the developed method and algorithm is a mobile application for the iOS platform that
allows the user to modify a digital 3D avatar by dynamically changing the geometry of the model's
surfaces. The developed system is scalable and due to the use of USDZ format, it optimally preserves
morphs compared to industry-wide formats such as Collada, FBX or GLB. The system can be
implemented in augmented and virtual reality solutions.</p>
      <p>Using the example of the developed method, it was demonstrated that the geometric mesh of the
model changes according to the settings of the morph weights specified by the user.</p>
      <p>The proposed solutions can be applied in various fields, including the entertainment industry,
video games, as well as augmented and virtual reality systems. In addition, the use of developed
techniques for creating digital avatars can improve the user experience and facilitate the long-term use
of mobile applications in numerous commercial contexts.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Acknowledgements</title>
      <p>This work was realized within the framework of the program Erasmus+ Jean Monnet Module
«Augmented Reality for Education: implementation of European experience» (101085772 –
AR4EDU – ERASMUS-JMO-2022-HEI-TCH-RSCH).</p>
    </sec>
    <sec id="sec-7">
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