Iterative design of an interface for easy 3-D direct manipulation
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
SKETCH: an interface for sketching 3D scenes
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Teddy: a sketching interface for 3D freeform design
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A suggestive interface for 3D drawing
Proceedings of the 14th annual ACM symposium on User interface software and technology
Smooth meshes for sketch-based freeform modeling
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Sketch pad a man-machine graphical communication system
DAC '64 Proceedings of the SHARE design automation workshop
Stop Staring: Facial Modeling and Animation Done Right
Stop Staring: Facial Modeling and Animation Done Right
Sketching articulation and pose for facial animation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
FiberMesh: designing freeform surfaces with 3D curves
ACM SIGGRAPH 2007 papers
Motion doodles: an interface for sketching character motion
ACM SIGGRAPH 2007 courses
Gestures without libraries, toolkits or training: a $1 recognizer for user interface prototypes
Proceedings of the 20th annual ACM symposium on User interface software and technology
The Mental Canvas: A Tool for Conceptual Architectural Design and Analysis
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Interactive 3D facial expression posing through 2D portrait manipulation
GI '08 Proceedings of graphics interface 2008
Technical Section: Sketch-based modeling: A survey
Computers and Graphics
Technical Section: A sketch-based approach to human body modelling
Computers and Graphics
Face poser: Interactive modeling of 3D facial expressions using facial priors
ACM Transactions on Graphics (TOG)
A practical appearance model for dynamic facial color
ACM SIGGRAPH Asia 2010 papers
A hybrid approach to facial rigging
ACM SIGGRAPH ASIA 2010 Sketches
Sketch-based Interfaces and Modeling
Sketch-based Interfaces and Modeling
Sketch express: facial expressions made easy
Proceedings of the Eighth Eurographics Symposium on Sketch-Based Interfaces and Modeling
The Design of Everyday Things
Improving communication skills of children with ASDs through interaction with virtual characters
SEGAH '11 Proceedings of the 2011 IEEE 1st International Conference on Serious Games and Applications for Health
Perceiving interactive sketching through facial expressions
Proceedings of the ACM Symposium on Applied Perception
Hi-index | 0.00 |
One of the most challenging tasks for an animator is to quickly create convincing facial expressions. Finding an effective control interface to manipulate facial geometry has traditionally required experienced users (usually technical directors), who create and place the necessary animation controls. Here we present our sketching interface control system, designed to reduce the time and effort necessary to create facial animations. Inspired in the way artists draw, where simple strokes define the shape of an object, our approach allows the user to sketch such strokes either directly on the 3D mesh or on two different types of canvas: a 2D fixed canvas or more flexible 2.5D dynamic screen-aligned billboards. In all cases, the strokes do not control the geometry of the face, but the underlying animation rig instead, allowing direct manipulation of the rig elements. Additionally, we show how the strokes can be easily reused in different characters, allowing retargeting of poses on several models. We illustrate our interactive approach using varied facial models of different styles showing that first time users typically create appealing 3D poses and animations in just a few minutes. We also present in this article the results of a user study. We deploy our method in an application for an artistic purpose. Our system has also been used in a pioneer serious game context, where the goal was to teach people with Autism Spectrum Disorders (ASD) to recognize facial emotions, using real time synthesis and automatic facial expression analysis.