A muscle model for animation three-dimensional facial expression
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Performance-driven facial animation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications - Special issue on computer-aided geometric design
Realistic modeling for facial animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Simulating facial surgery using finite element models
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Computer facial animation
Coding, Analysis, Interpretation, and Recognition of Facial Expressions
IEEE Transactions on Pattern Analysis and Machine Intelligence
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
Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Analyzing Facial Expressions for Virtual Conferencing
IEEE Computer Graphics and Applications
Analysis and Synthesis of Facial Image Sequences Using Physical and Anatomical Models
IEEE Transactions on Pattern Analysis and Machine Intelligence
Modeling, Tracking and Interactive Animation of Faces and Heads Using Input from Video
CA '96 Proceedings of the Computer Animation
Real-Time Facial Animation based upon a Bank of 3D Facial Expressions
CA '98 Proceedings of the Computer Animation
Automatic determination of facial muscle activations from sparse motion capture marker data
ACM SIGGRAPH 2005 Papers
A facial expression parameterization by elastic surface model
International Journal of Computer Games Technology
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We present a performance-driven facial animation system for analyzing captured expressions to find muscle actuation and synthesizing expressions with the actuation values. Significantly different approach of our work is that we let artists sculpt the initial draft of the actuation basis---the basic facial shapes corresponding to the isolated actuation of individual muscles, instead of calculating skin surface deformation entirely relying on the mathematical models such as finite element methods. We synthesize expressions by linear combinations of the basis elements, and analyze expressions by finding the weights for the combinations. Even though the hand-generated actuation basis represents the essence of the subject's characteristic expressions, it is not accurate enough to be used in the subsequent computational procedures. We also describe an iterative algorithm to increase the accuracy of the actuation basis. The experimental results suggest that our artist-in-the-loop method produces more predictable and controllable outcome than pure mathematical models, thus can be a quite useful tool in animation productions.