![]() ![]() Computer Graphics Forum 22(3), 641–650 (2003)īouguet, J.-Y.: Pyramidal Implementation of the Lucas Kanade Feature Tracker Description of the Algorithm (2000)ĭe Carlo, D., Metaxas, D., Stone, M.: An Anthropometric Face Model using Variational Techniques. 67–79 (2001)īlanz, V., Basso, C., Poggio, T., Vetter, T.: Reanimating Faces in Images and Video. 587–594 (2003)Ĭhoe, B., Lee, H., Ko, H.: Performance-driven Muscle-based Facial Animation. In: SIGGRAPH 2003: ACM SIGGRAPH 2003, Papers, pp. ![]() In: SIGGRAPH 2009: ACM SIGGRAPH 2009, Course Notes (2009)Īllen, B., Curless, B., Popović, Z.: The Space of Human Body Shapes: Reconstruction and Parameterization from Range Scans. KeywordsĪlexander, O., Rogers, M., Lambeth, W., Chiang, N., Devebec, P.: Creating a Photoreal Digital Actor: The Digital Emily Project. Therefore, we conclude that our head modeling techniques are effective to entertainment system like a Future Cast. Experimental results show that the proposed method can generate facial animations where 84% of subjects can identify themselves. Facial animations considering individual characteristics can be synthesized using the generated head model and key shapes. Our method is divided into two key methods: the head modeling process automatically generates a whole head model only from facial range scan data, the facial animation setup process automatically generates key shapes which represent individual facial expressions based on physics-based facial muscle simulation with an individual muscle layout estimated from facial expression videos. We propose a technique for automatically generating a realistic facial animation with precise individual facial geometry and characteristic facial expressions. ![]()
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