A morphable model for the synthesis of 3D faces
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Real-time inverse kinematics techniques for anthropomorphic limbs
Graphical Models and Image Processing
Facial animation framework for the web and mobile platforms
Proceedings of the seventh international conference on 3D Web technology
MPEG-4 Facial Animation: The Standard,Implementation and Applications
MPEG-4 Facial Animation: The Standard,Implementation and Applications
International Journal of Human-Computer Studies - Application of affective computing in humanComputer interaction
Xface: MPEG-4 based open source toolkit for 3D Facial Animation
Proceedings of the working conference on Advanced visual interfaces
Animating blendshape faces by cross-mapping motion capture data
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Three-dimensional facial adaptation for MPEG-4 talking heads
EURASIP Journal on Applied Signal Processing
Proceedings of the 15th international conference on Multimedia
Building highly realistic facial modeling and animation: a survey
The Visual Computer: International Journal of Computer Graphics
IEEE Transactions on Circuits and Systems for Video Technology
Dynamic Facial Expression Analysis and Synthesis With MPEG-4 Facial Animation Parameters
IEEE Transactions on Circuits and Systems for Video Technology
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The MPEG-4 standards define a technique for 3D facial and body model animations (FAPS/BAPS respectively), as seen in animation systems such as Greta. The way this technique works is in contrast to the set of animation techniques currently used within modern games technologies and applications, which utilize more advanced, expressive animation systems such as Skeletal, Morph Target and Inverse Kinematics. This paper describes an object oriented, Java-based framework for the integration and transformation of MPEG4 standards-compliant animation streams known as Charisma. Charisma is designed for use with modern games animation systems; this paper illustrates the application of this framework on top of our Java/OpenGL-based games engine framework known as Homura.