A muscle model for animation three-dimensional facial expression
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
A Method for Registration of 3-D Shapes
IEEE Transactions on Pattern Analysis and Machine Intelligence - Special issue on interpretation of 3-D scenes—part II
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Computer Vision and Image Understanding
Realistic modeling for facial animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Synthesizing realistic facial expressions from photographs
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A morphable model for the synthesis of 3D faces
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Constrained texture mapping for polygonal meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Animated deformations with radial basis functions
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
Computer generated animation of faces
ACM '72 Proceedings of the ACM annual conference - Volume 1
MPEG-4 Facial Animation: The Standard,Implementation and Applications
MPEG-4 Facial Animation: The Standard,Implementation and Applications
Scattered Data Interpolation with Multilevel B-Splines
IEEE Transactions on Visualization and Computer Graphics
Automatic Creation of 3D Facial Models
IEEE Computer Graphics and Applications
Parameterized Models for Facial Animation
IEEE Computer Graphics and Applications
IEEE Transactions on Circuits and Systems for Video Technology
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In this paper, we describe a system to reconstruct 3D face model from ancient Japanese Kabuki drawings. Because of the limitation of input, we deform the face model, which is compatible with MPEG-4 face animation standard, according to ancient drawings to get the 3D geometry, and then a texture mapping algorithm is used to map Kabuki make-up onto the reconstructed 3D face model. The deformation and texture mapping algorithms are based on multi-level radial basis function network, which is an extension of original radial basis function to achieve the smoothness and precision simultaneously. Experimental results show that the multilevel RBF method can solve the deformation and texture mapping problems quite well.