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Zhang - Efficient Modeling of An Anatomy-Based Face and Fast 3D Facial Expression Synthesis.pdf

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Zhang - Efficient Modeling of An Anatomy-Based Face and Fast 3D Facial Expression Synthesis.pdf

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Zhang - Efficient Modeling of An Anatomy-Based Face and Fast 3D Facial Expression Synthesis.pdf

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文档介绍:i i “CG
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Volume 22 (2003), number 2 pp. 159–PUTER GRAPHICS forum
Efficient Modeling of An Anatomy-Based Face and Fast 3D
Facial Expression Synthesis
Yu Zhang1, Edmond C. Prakash2 and Eric Sung1
1School of Electrical and Electronic Engineering, Nanyang Technological University, Singapore 639798
2School puter Engineering, Nanyang Technological University, Singapore 639798
Abstract
This paper presents new methods for efficient modeling and animation of an hierarchical facial model that
conforms to the human face anatomy for realistic and fast 3D facial expression synthesis. The facial model has
a skin–muscle–skull structure. The deformable skin model directly simulates the nonlinear visco-elastic behavior
of soft tissue and effectively prevents model collapse. The construction of facial muscles is achieved by using
an efficient muscle mapping approach. Based on a cylindrical projection of the texture-mapped facial surface
and wire-frame skin and skull meshes, this approach ensures different muscles to be located at the anatomically
correct positions between the skin and skull layers. putational efficiency, we devise an adaptive simulation
algorithm which uses either a semi-implicit integration scheme or a quasi-static solver pute the relaxation
by traversing the designed data structures in a breadth-first order. The algorithm runs in real-time and has
essfully synthesized realistic facial expressions.
ACM CSS: Graphics: Computational Geometry and Object Modelling—physically based
modelling; Graphics: Three-Dimensional Graphics and Realism—animation;
1. Introduction selves to geometric models and simulation methods, such
as key-frame interpolation animation [1,3], parametric mod-
Modeling and animation of 3D faces has been one of the
els [4–8], abstract muscle actions [9–11] and performance
challenging problems puter graphics. It is very diffi-
driven animation [12,13]. To extend the range