EigenSkin: real time large deformation character skinning in hardware
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Simulation of Static and Dynamic Wrinkles of Skin
CA '96 Proceedings of the Computer Animation
A Simple Method for Modeling Wrinkles on Human Skin
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
Wrinkle generation model for 3D facial expression
ACM SIGGRAPH 2003 Sketches & Applications
CGI '04 Proceedings of the Computer Graphics International
Spacetime faces: high resolution capture for modeling and animation
ACM SIGGRAPH 2004 Papers
Modeling deformable human hands from medical images
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Surface detail capturing for realistic facial animation
Journal of Computer Science and Technology - Special issue on computer graphics and computer-aided design
Multi-scale capture of facial geometry and motion
ACM SIGGRAPH 2007 papers
ACM SIGGRAPH 2007 courses
Feature points based facial animation retargeting
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Pose-space animation and transfer of facial details
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Technical section: A kinematic-variational model for animating skin with wrinkles
Computers and Graphics
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This paper presents a method to add fine details, such as wrinkles and bulges, on a virtual face animated by common skinning techniques. Our system is based on a small set of reference poses (combinations of skeleton poses and wrinkle maps). At runtime, the current pose is compared with the reference skeleton poses, wrinkle maps are blended and applied where similarities exist. The poses evaluation is done with skeleton's bones transformations. Skinning weights are used to associate rendered fragments and reference poses. This technique was designed to be easily inserted into a conventional real-time pipeline based on skinning animation and bump mapping rendering.