A muscle model for animation three-dimensional facial expression
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Facial image synthesis using skin texture recording
The Visual Computer: International Journal of Computer Graphics - Special issue on computer animation 1989/90
Realistic modeling for facial animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Proceedings of the 25th 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
The ALIVE system: full-body interaction with autonomous agents
CA '95 Proceedings of the Computer Animation
Automatic 3D Cloning and Real-Time Animation of a Human Face
CA '97 Proceedings of the Computer Animation
Animating virtual actors in real environments
Multimedia Systems - Special issue on multimedia and multisensory virtual worlds
Is that a smile?: gaze dependent facial expressions
Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering
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If a moving image is more expressive than words or than a still image, then an animated facial expression can explain more in depth the feelings of a virtual character. Facial animation has been used in many applications, from entertainment to research on virtual humans and tele-presence. The aim of most of the approaches is to achieve high degrees of realism of virtual characters and is supplemented by complex models of kinematics, muscle movement, movement of clothing as well as cognition and behavioral models. Video avatars and image-based techniques are also used for creating virtual humans. However, the complexity of the geometric and physically simulated facial models used by the above methods make them unsuitable for use in distributed collaborative virtual environments running on low bandwidth networks or over the internet. Therefore, the majority of approaches for such environments are using simplified models of virtual human, which the obvious disadvantage of lower degrees of realism.The Reflective Textures method, presented in this paper, makes use of textures of images of both synthetic faces or faces captured from video and of a simple low-polygon face/head model. It provides an interactive way of fine-tuning and adjusting the underlined model to allow a more realistic mapping for a specific facial image. Furthermore, it concentrates in creating facial expressions by manipulation of the texture. Facial Expressions such as Fear, Happiness, Melancholy or Surprise, blinking of the eyes and movement of the pupils is automatically achieved for any mapped facial image by the system.