A muscle model for animation three-dimensional facial expression
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Realistic modeling for facial animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
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There are two major approaches to creating 3DCG facial expressions: The first is based on facial muscle simulation and the second is the blend-shape approach. The blend shape approach is more familiar to creators than the facial muscle approach when they synthesize the facial expressions of 3DCG characters. However, the facial muscle model has the advantage of being physics-based. It can, therefore, produce realistic facial expressions and create facial expressions using fewer parameters than the blend shape approach, thereby reducing processing time and computational requirements. We introduce a method which can be used to synthesize individual facial expressions based on the facial muscle model [Waters 1987].