Capturing and animating skin deformation in human motion
ACM SIGGRAPH 2006 Papers
Fast Simplex Optimization for Active Appearance Model
PSIVT '09 Proceedings of the 3rd Pacific Rim Symposium on Advances in Image and Video Technology
Re-mapping animation parameters between multiple types of facial model
MIRAGE'07 Proceedings of the 3rd international conference on Computer vision/computer graphics collaboration techniques
Adapted active appearance models
Journal on Image and Video Processing
Gamer's facial cloning for online interactive games
International Journal of Computer Games Technology - Special issue on cyber games and interactive entertainment
Video-driven state-aware facial animation
Computer Animation and Virtual Worlds
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We address the issue of modelling facial expressions for realistic 3D avatar animation. We introduce a hierarchical decomposition of a human face into different components and model them according to their intrinsic functionalities. The parametrisation of the expressions is achieved in a two-level framework. First level accounts for the low level component facial actions and is represented by hierarchical latent variable models. The second level models the final expressions as a combinations of subcomponent information extracted from the lower level using combinatorial logic. Finally we produce continuous animation curves that are used to animate 3D avatar in a morph-based fashion. Our approach is entirely based on 2D information extracted from the input source.