A muscle model for animation three-dimensional facial expression
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
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The approximation of realistic facial expressions is an essential part of many virtual simulations, such as video games or avatar applications. Unfortunately, a lot of manual work is usually needed to create realistic facial expressions. In this paper, we present an automatic way to create soft-looking expressions from the mesh data. We combine a modified version of Waters vector muscle model [Waters 1987] to simulate the facial muscles, with a constraint based skin simulation for the generation of real-time wrinkles to achieve this goal. The resulting simulation works iteratively and allows the creation of soft-looking expressions depending on the mesh topology.