Free-form deformation of solid geometric models
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Extended free-form deformation: a sculpturing tool for 3D geometric modeling
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Direct manipulation of free-form deformations
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Simulation levels of detail for real-time animation
Proceedings of the conference on Graphics interface '97
Crowd modelling in collaborative virtual environments
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
NURBS-Based Free-Form Deformations
IEEE Computer Graphics and Applications
Real-Time Animation of Realistic Virtual Humans
IEEE Computer Graphics and Applications
Head Modeling from Pictures and Morphing in 3D with Image Metamorphosis Based on Triangulation
CAPTECH '98 Proceedings of the International Workshop on Modelling and Motion Capture Techniques for Virtual Environments
A Dead-Reckoning Algorithm for Virtual Human Figures
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
Adaptive Multi-Resolution Modeling Technique Based on Viewing and Animation Parameters
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
Multilevel Deformation Model Applied to Hand Simulation for Virtual Actors
VSMM '97 Proceedings of the 1997 International Conference on Virtual Systems and MultiMedia
*Cages:: A multilevel, multi-cage-based system for mesh deformation
ACM Transactions on Graphics (TOG)
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In this paper, we present our work on a level of Detail (LoD) technique for human-like face models in virtual environments. Conventional LoD techniques have been adapted to allow facial animation on simplified geometric models. This includes optimization on both geometry, and animation parameters. Simplified models are generated in a region-based manner in consideration with the mobility of each region.The animation process is decomposed into two sub-processes and each step is optimized. In the MPA(Minimum Perceptible Action) level optimization, a hierarchical structure was devised for the multi-level animation model. The deformation level is simplified by reducing the number of control points. During runtime, the level of animation is selected in combination with the viewpoint information the level of geometry.