Performance-driven facial animation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
The quickhull algorithm for convex hulls
ACM Transactions on Mathematical Software (TOMS)
Expressive expression mapping with ratio images
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
FacEMOTE: qualitative parametric modifiers for facial animations
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
ECCV '98 Proceedings of the 5th European Conference on Computer Vision-Volume II - Volume II
A Fast Elitist Non-dominated Sorting Genetic Algorithm for Multi-objective Optimisation: NSGA-II
PPSN VI Proceedings of the 6th International Conference on Parallel Problem Solving from Nature
Real-Time Facial Animation based upon a Bank of 3D Facial Expressions
CA '98 Proceedings of the Computer Animation
Vision-based control of 3D facial animation
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Model-Based Head Pose Tracking With Stereovision
FGR '02 Proceedings of the Fifth IEEE International Conference on Automatic Face and Gesture Recognition
Multi-View Face Alignment Using Direct Appearance Models
FGR '02 Proceedings of the Fifth IEEE International Conference on Automatic Face and Gesture Recognition
Tracking Head Yaw by Interpolation of Template Responses
CVPRW '04 Proceedings of the 2004 Conference on Computer Vision and Pattern Recognition Workshop (CVPRW'04) Volume 5 - Volume 05
Multi-View Face Alignment Guided by Several Facial Feature Points
ICIG '04 Proceedings of the Third International Conference on Image and Graphics
Mood swings: expressive speech animation
ACM Transactions on Graphics (TOG)
2D Statistical Models of Facial Expressions for Realistic 3D Avatar Animation
CVPR '05 Proceedings of the 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05) - Volume 2 - Volume 02
Automatic determination of facial muscle activations from sparse motion capture marker data
ACM SIGGRAPH 2005 Papers
Semantic 3D motion retargeting for facial animation
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Face Recognition Robust to Head Pose from One Sample Image
ICPR '06 Proceedings of the 18th International Conference on Pattern Recognition - Volume 01
Parameterized Models for Facial Animation
IEEE Computer Graphics and Applications
Real-time expression cloning using appearance models
Proceedings of the 9th international conference on Multimodal interfaces
Automatic design of a control interface for a synthetic face
Proceedings of the 14th international conference on Intelligent user interfaces
Re-mapping animation parameters between multiple types of facial model
MIRAGE'07 Proceedings of the 3rd international conference on Computer vision/computer graphics collaboration techniques
Real-time combined 2D+3D active appearance models
CVPR'04 Proceedings of the 2004 IEEE computer society conference on Computer vision and pattern recognition
Face alignment under various poses and expressions
ACII'05 Proceedings of the First international conference on Affective Computing and Intelligent Interaction
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Virtual illustration of a human face is essential to enhance the mutual interaction in a cyber community. In this paper we propose a solution to solve two bottlenecks in facial analysis and synthesis for an interactive system of human face cloning for nonexpert users of computer games. Tactical maneuvers of the gamer make single camera acquisition system unsuitable to analyze and track the face due to its large lateral movements. For an improved facial analysis system, we propose to acquire the facial images from multiple cameras and analyze them by multiobjective 2.5D Active Appearance Model (MOAAM). Facial morphological dissimilarities between a human face and an avatar make the facial synthesis quite complex. To successfully clone or retarget the gamer facial expressions and gestures on to an avatar, we introduce a simple mathematical link between their appearances. Results obtained validate the efficiency, accuracy and robustness achieved.