Radial basis functions for multivariable interpolation: a review
Algorithms for approximation
Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Computer generated animation of faces
ACM '72 Proceedings of the ACM annual conference - Volume 1
Geometry-based muscle modeling for facial animation
GRIN'01 No description on Graphics interface 2001
An example-based approach for facial expression cloning
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Vision-based control of 3D facial animation
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Face transfer with multilinear models
ACM SIGGRAPH 2005 Papers
Animating blendshape faces by cross-mapping motion capture data
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2006 Courses
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
Transferring a labeled generic rig to animate face models
AMDO'06 Proceedings of the 4th international conference on Articulated Motion and Deformable Objects
Real-Time Dynamic Wrinkles of Face for Animated Skinned Mesh
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
Easy rigging of face by automatic registration and transfer of skinning parameters
ICCVG'10 Proceedings of the 2010 international conference on Computer vision and graphics: Part I
Reflecting user faces in avatars
IVA'10 Proceedings of the 10th international conference on Intelligent virtual agents
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We present a method for transferring facial animation in real-time. The source animation may be an existing 3D animation or 2D data providing by a video tracker or a motion capture system. Based on two sets of feature points manually selected on the source and target faces (the only manual work required), a RBF network is trained and provides a geometric transformation between the two faces. At each frame, the RBF transformation is applied on the new feature points positions of the source face, resulting in new positions for target feature points according with the expression of the source face and the morphology of the target face. According to their displacements along time, we deform the target mesh on the GPU with the linear blend skinning (LBS) method. In order to make our approach attractive to novice user, we propose a procedural technique to automatically rig the target face by generating vertices weights for the skinning deformation. To summarize, our method provides interactive expression transfer with a minimal human intervention during setup and accepts various kind of animation sources.