Realistic facial modeling and animation based
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Realistic face modeling and animation have been the topics of many research eorts stemming both in the computer graphics and computer vision communities. In this section, we describe various research projects pertaining to face modeling, face animation, and face tracking. Realistic modeling for facial animation yuencheng lee1, demetri terzopoulos1, and keith waters2 university of toronto1 and digital equipment corporation2 abstract a major unsolved problem in computer graphics is the construc-tion and animation of realistic human facial models. To generate transitions between these facial expressions we use 3d shape morphing between the corresponding face modes, while at the same time blending the corresponding textures. Using our technique, we have been able to generate highly realistic face models and natural looking animations. Download citation realistic facial modeling and animation based on high resolution capture real-time facial expression capture is an essential part for on-line performance animation. The ultimate goal for research in facial modeling and animation is a system that (1) creates realistic animation, (2) operates in real time, (3) is automated as much as possible, and (4) adapts. 2 previous work our system differs from much previous work in facial animation, such as that of lee et al. 2, in that we are not synthesizing animations using a physical or procedural model of the face. Instead, we capture facial movements in three dimensions and then replay them. The model incorporates a physicallybased approximation to facial tissue and a set of anatomicallymotivated facial muscle actuators. Despite its sophistication, the model is efficient enough to produce facial animation at interactive rates on a highend graphics workstation. A method that leverages existing face models can save much effort. Shape blending is an especially simple, but powerful, approach that is prevalent in facial animation for generating arbitrary expressions, say the authors. Other researchers utilized shape blending as an alternative tool for synthesizing a new face model from existing. The generation of facial animation data can be approached in different ways 1. ) marker-based motion capture on points or marks on the face of a performer, 2. ) markerless motion capture techniques using different type of cameras, 3.
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