Interactive region-based linear 3D face models
ACM SIGGRAPH 2011 papers
Artist friendly facial animation retargeting
Proceedings of the 2011 SIGGRAPH Asia Conference
Compression and direct manipulation of complex blendshape models
Proceedings of the 2011 SIGGRAPH Asia Conference
Hybrid framework for blendshape manipulations
SIGGRAPH Asia 2011 Posters
Spacetime expression cloning for blendshapes
ACM Transactions on Graphics (TOG)
Bilinear spatiotemporal basis models
ACM Transactions on Graphics (TOG)
A blendshape model that incorporates physical interaction
Computer Animation and Virtual Worlds
3D shape regression for real-time facial animation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Trace selection for interactive evolutionary algorithms
Proceedings of the 15th annual conference on Genetic and evolutionary computation
Sparse localized deformation components
ACM Transactions on Graphics (TOG)
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This paper introduces a simple direct manipulation algorithm for the popular blendshape facial animation approach. As is the case for body animation, direct manipulation of blendshape models is an inverse problem: when a single vertex is moved, the system must infer the movement of other points. The key to solving the inverse problem is the observation that the blendshape sliders are a semantic parameterization -- the corresponding blendshape targets have clear, interpretable functions. Distance in "slider space'' is easily computed and provides the necessary regularization for the inverse problem: The change in semantic position is minimized subject to interpolating the artist's direct manipulations. We give empirical and mathematical demonstrations that a single direct manipulation edit is often the equivalent of multiple slider edits, but the converse is also true, confirming the principle that both editing modes should be supported.