Results 1 -
2 of
2
Realistic Modeling for Facial Animation
, 1995
"... A major unsolved problem in computer graphics is the construction and animation of realistic human facial models. Traditionally, facial models have been built painstakingly by manual digitization and animated by ad hoc parametrically controlled facial mesh deformations or kinematic approximation of ..."
Abstract
-
Cited by 264 (13 self)
- Add to MetaCart
A major unsolved problem in computer graphics is the construction and animation of realistic human facial models. Traditionally, facial models have been built painstakingly by manual digitization and animated by ad hoc parametrically controlled facial mesh deformations or kinematic approximation of muscle actions. Fortunately, animators are now able to digitize facial geometries through the use of scanning range sensors and animate them through the dynamic simulation of facial tissues and muscles. However, these techniques require considerableuser input to construct facial models of individuals suitable for animation. In this paper, we present a methodology for automating this challenging task. Starting with a structured facial mesh, we develop algorithms that automatically construct functional models of the heads of human subjects from laser-scanned range and reflectance data. These algorithms automatically insert contractile muscles at anatomically correct positions within a dynamic skin model and root them in an estimated skull structure with a hinged jaw. They also synthesize functional eyes, eyelids, teeth, and a neck and fit them to the final model. The constructed face may be animated via muscle actuations. In this way, we create the most authentic and functional facial models of individuals available to date and demonstrate their use in facial animation.
Constructing Physics-Based Facial Models of Individuals
- In Proc. Graphics Interface ’93
, 1993
"... This paper develops a highly automated approach to constructing realistic, working models of human heads for use in animation. These physics-based models are anatomically accurate and may be made to conform closely to specific individuals. We begin by scanning a person with a laser sensor which circ ..."
Abstract
-
Cited by 29 (3 self)
- Add to MetaCart
This paper develops a highly automated approach to constructing realistic, working models of human heads for use in animation. These physics-based models are anatomically accurate and may be made to conform closely to specific individuals. We begin by scanning a person with a laser sensor which circles around the head, acquiring detailed range and reflectance information. Next, an automatic conformation algorithm adapts a triangulated face mesh of predetermined topological structure to these data. The generic mesh, which is reusable with different individuals, reduces the range data to an efficient, polygonal approximation of the facial geometry and supports a high-resolution texture mapping of the skin reflectivity. The conformed polygonal mesh forms the epidermal layer of a new, physics-based model of facial tissue. An automatic algorithm constructs the multilayer synthetic skin and estimates an underlying rigid "skull" substructure with a jointed jaw. Finally, the algorithm inserts synthetic muscles into the deepest layer of the facial tissue. These contractile actuators, which emulate the primary muscles of facial expression, generate forces that deform the synthetic tissue into meaningful expressions. To increase realism, we include constraints to emulate tissue incompressibility and to enable the tissue to slide over the skull substructure without penetrating into it. The resulting animate models appear significantly more realistic than our previous physics-based facial models. Keywords: Physics-Based Facial Modeling, Facial Animation, Cylindrical Facial Scanning, Feature-Based Facial Adaptation, Texture Mapping, Discrete Deformable Models. 1

