Numerical recipes: the art of scientific computing
Numerical recipes: the art of scientific computing
Realistic modeling for facial animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Artificial Intelligence - Special volume on computer vision
Imposing hard constraints on deformable models through optimization in orthogonal subspaces
Computer Vision and Image Understanding - Special issue on physics-based modeling and reasoning in computer vision
From Multiple Stereo Views to Multiple 3-D Surfaces
International Journal of Computer Vision
Camera Self-Calibration: Theory and Experiments
ECCV '92 Proceedings of the Second European Conference on Computer Vision
From Regular Images to Animated Heads: A Least Squares Approach
ECCV '98 Proceedings of the 5th European Conference on Computer Vision-Volume I - Volume I
Automatic Camera Recovery for Closed or Open Image Sequences
ECCV '98 Proceedings of the 5th European Conference on Computer Vision-Volume I - Volume I
Autocalibration and the absolute quadric
CVPR '97 Proceedings of the 1997 Conference on Computer Vision and Pattern Recognition (CVPR '97)
CVPR '96 Proceedings of the 1996 Conference on Computer Vision and Pattern Recognition (CVPR '96)
ICCV '98 Proceedings of the Sixth International Conference on Computer Vision
Generating 3D Virtual Populations from Pictures of a Few Individuals
WADS '99 Proceedings of the 6th International Workshop on Algorithms and Data Structures
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We show that we can effectively fit a very complex facial animation models to uncalibrated video sequences, without benefit of targets, structured light or any other active device. Our approach is based on regularized bundle-adjustment followed by least-squares adjustment using a set of progressively finer control triangulations. It takes advantage of three complementary sources of information: stereo data, silhouette edges and 2-D feature points. In this way, complete head models can be acquired with a cheap and entirely passive sensor, such as an ordinary video camera. They can then be fed to existing animation software to produce synthetic sequences.