A muscle model for animation three-dimensional facial expression
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Real-time manipulation of texture-mapped surfaces
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
A parametric model for human faces.
A parametric model for human faces.
A structural model of the human face (graphics, animation, object representation)
A structural model of the human face (graphics, animation, object representation)
Controlling deformable material with dynamic morph targets
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Pose-space animation and transfer of facial details
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Automatic 3D facial model and texture reconstruction from range scans
AMDO'10 Proceedings of the 6th international conference on Articulated motion and deformable objects
Realtime performance-based facial animation
ACM SIGGRAPH 2011 papers
Content retargeting using parameter-parallel facial layers
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Real-time facial animation from live video tracking
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Artist friendly facial animation retargeting
Proceedings of the 2011 SIGGRAPH Asia Conference
Spacetime expression cloning for blendshapes
ACM Transactions on Graphics (TOG)
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As computer graphics technique rises to the challenge of rendering lifelike performers, more lifelike performance is required. The techniques used to animate robots, arthropods, and suits of armor, have been extended to flexible surfaces of fur and flesh. Physical models of muscle and skin have been devised. But more complex databases and sophisticated physical modeling do not directly address the performance problem. The gestures and expressions of a human actor are not the solution to a dynamic system. This paper describes a means of acquiring the expressions of real faces, and applying them to computer-generated faces. Such an "electronic mask" offers a means for the traditional talents of actors to be flexibly incorporated in digital animations. Efforts in a similar spirit have resulted in servo-controlled "animatrons," hightechnology puppets, and CG puppetry [1]. The manner in which the skills of actors and puppetteers as well as animators are accommodated in such systems may point the way for a more general incorporation of human nuance into our emerging computer media.The ensuing description is divided into two major subjects: the construction of a highly-resolved human head model with photographic texture mapping, and the concept demonstration of a system to animate this model by tracking and applying the expressions of a human performer