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Example-based 3D scan completion
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PriMo: coupled prisms for intuitive surface modeling
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Face/Off: live facial puppetry
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ACM SIGGRAPH Asia 2009 papers
Global correspondence optimization for non-rigid registration of depth scans
SGP '08 Proceedings of the Symposium on Geometry Processing
ACM SIGGRAPH 2010 papers
Realtime performance-based facial animation
ACM SIGGRAPH 2011 papers
Temporally coherent completion of dynamic shapes
ACM Transactions on Graphics (TOG)
Shape-Up: Shaping Discrete Geometry with Projections
Computer Graphics Forum
Online modeling for realtime facial animation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Dynamic 2D/3D registration for the Kinect
ACM SIGGRAPH 2013 Courses
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This paper discusses how realtime face tracking and performance-based animation can facilitate new ways of interaction for computer gaming and other online applications. We identify a number of requirements for realtime face capture and animation systems, and show how recent progress in tracking algorithms advances towards satisfying these requirements. Performance-based animation has the potential to significantly enrich the emotional experience of in-game communication through live avatars that are controlled directly by the facial expressions of a recorded user. We briefly outline other potential use scenarios of realtime face tracking systems and conclude with a discussion of future research challenges.