Updated readme file.

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@ -12,6 +12,14 @@ If anyone is curious, the name is a silly pun on the open seas and seeing faces.
An up to date sample video can be found [here](https://www.youtube.com/watch?v=AaNap_ud_3I&vq=hd1080), showing the default tracking model's performance under different noise and light levels.
# Tracking quality
Since the landmarks used by OpenSeeFace are a bit different from those used by other approaches (they are close to iBUG 68, with two less points in the mouth corners and quasi-3D face contours instead of face contours that follow the visible outline) it is hard to numerically compare its accuracy to that of other approaches found commonly in scientific literature.
Anecdotically, OpenSeeFace performs well in adverse conditions (low light, high noise, low resolution) and keeps tracking faces through a very wide range of head poses. Compared to MediaPipe, OpenSeeFace landmarks remain more stable in challenging conditions and it accurately represents a wider range of mouth poses. However, tracking of the eye region can be a bit worse.
I ran OpenSeeFace on a sample clip from the video presentation for [3D Face Reconstruction with Dense Landmarks](https://microsoft.github.io/DenseLandmarks/) by Wood et al. to compare it to MediaPipe and their approach. You can watch the result [ħere](https://cdn.discordapp.com/attachments/720652345540870237/1016320201807106118/OSFMediaPipe3DFR.mp4).
# Usage
A sample Unity project for VRM based avatar animation can be found [here](https://github.com/emilianavt/OpenSeeFaceSample).