Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Animated deformations with radial basis functions
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
Computer generated animation of faces
ACM '72 Proceedings of the ACM annual conference - Volume 1
Real-Time Fluid Simulation in a Dynamic Virtual Environment
IEEE Computer Graphics and Applications
Feature Point Based Mesh Deformation Applied to MPEG-4 Facial Animation
DEFORM '00/AVATARS '00 Proceedings of the IFIP TC5/WG5.10 DEFORM'2000 Workshop and AVATARS'2000 Workshop on Deformable Avatars
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
IEEE Transactions on Circuits and Systems for Video Technology
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Displaying facial motions such as crying or laughing is difficult to achieve in real-time simulations and games. Not only because of the complicated simulation of the physical characteristics such as muscle motions or fluid simulations, but also because one needs to know how to control these motions on a higher level. In this paper, we propose a method that uses the MPEG-4 Facial Animation standard to control a realistic crying face in real-time. The tear simulation is based on the Smoothed Particle Hydrodynamics technique, which we optimized for real-time tear generation and control. Through simple parameters, a wide range of expressions and tears can be generated on the fly. Additionally, our method works independently of the graphics and physics engines that are used.