Numerical recipes: the art of scientific computing
Numerical recipes: the art of scientific computing
Radial basis functions for multivariable interpolation: a review
Algorithms for approximation
Realistic modeling for facial animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Computer facial animation
Reading between the lines—a method for extracting dynamic 3D with texture
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
From Multiple Stereo Views to Multiple 3-D Surfaces
International Journal of Computer Vision
An anthropometric face model using variational 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
A morphable model for the synthesis of 3D faces
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Animated heads from ordinary images: a least-squares approach
Computer Vision and Image Understanding
Reconstruction and representation of 3D objects with radial basis functions
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Head shop: generating animated head models with anatomical structure
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Automatic Creation of 3D Facial Models
IEEE Computer Graphics and Applications
ECCV '98 Proceedings of the 5th European Conference on Computer Vision-Volume II - Volume II
Modeling and Rendering for Realistic Facial Animation
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Anatomy-based 3D facial modeling for expression animation
Machine Graphics & Vision International Journal
Geometry-based muscle modeling for facial animation
GRIN'01 No description on Graphics interface 2001
MPEG-4 Compatible Faces from Orthogonal Photos
CA '99 Proceedings of the Computer Animation
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This paper presents a new method for reconstructing animatable, anatomy-based human facial models from scanned range data. Our method adapts a prototype model that is suitable for physically-based animation to the geometry of a specific person's face with minimal user intervention. The prototype model has a known topology and incorporates a multi-layer structure of the skin, muscles, and skull. Based on a series of measurements between a subset of anthropometric landmarks specified on the prototype model and the scanned surface, an automated global alignment adapts the size, position, and orientation of the prototype model to align it with the scanned surface. In the skin layer adaptation, the generic skin mesh is represented as a dynamic deformable model which is subjected to internal force stemming from the elastic properties of the surface and external forces generated by the scanned data points and features. We automatically deform the underlying muscle layer consisting of three types of muscle models. A set of automatically generated skull feature points is then transformed based on the deformed external skin and muscle layers. The new positions of these feature points are used to drive volume morphing applied to the skull template for skull fitting. With the adapted multi-layer anatomical structure, the reconstructed model not only resembles the shape of the individual's face but can also be animated instantly using the muscle and jaw parameters.