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PL
Szerokie spektrum narzędzi pozwalających na stworzenie animacji twarzy pozwala na osiąganie coraz lepszych wyników. Liczne programy pozwalają nie tylko na w pełni ręczne stworzenie modelu począwszy od ustawień sceny aż po finalny produkt, ale także na użycie skryptów pozwalających na usprawnienie prac. Na potrzeby pracy wybrano wykonanie modelu twarzy ludzkiej bazując głownie na ręcznej obróbce obiektu, co umożliwi lepsze zrozumienie oraz ukazanie całego procesu twórczego. Uzyskane rezultaty zostaną poddane pod dyskusję z której zostaną wyciągnięte wnioski.
EN
A wide range of tools allowing creation of the face animation allows to achieve more realistic results. Numerous programs allow not only to fully manual creation of the model, starting from the settings of the scene till the final product, but also the use of scripts improving modeling. Author selected the human face model based mainly on manual object modelling, which will allow better understanding and show the creative process. Obtained results will be discussed and the conclusion will be drawn.
EN
This paper describes a way of the face characteristic points trajectory synthesis during emotion changes. The points were selected in according to human face anatomy properties and based on an available system of face movements description. The motion curve was proposed to model changes of emotions on a three-dimensional geometrical model of the human face.
PL
Niniejszy dokument opisuje sposób syntezy trajektorii punktów charakterystycznych twarzy podczas zmian emocji. Punkty zostały wybrane zgodnie z właściwościami anatomicznymi twarzy człowieka oraz na podstawie systemu FACS opisującego aktywność twarzy. Do modelowania zmian emocjonalnych na trójwymiarowym geometrycznym modelu twarzy człowieka zaproponowano uogólnioną postać krzywej ruchu.
3
Content available remote Generating personalized anatomy-based 3D facial models from scanned data
EN
This paper presents a new method for reconstructing animatable, anatomy-based human facial models from scanned range data. Our method adapts a prototype model that is suitable for physically-based animation to the geometry of a specific person's face with minimal user intervention. The prototype model has a known topology and incorporates a multi-layer structure of the skin, muscles, and skull. Based on the series of measurements between a subset of anthropometric landmarks specified on the prototype model and the scanned surface, an automated global alignment adapts the size, position, and orientation of the prototype model to align it with the scanned surface. In the skin layer adaptation, The generic skin mesh is represented as a dynamic deformable model which is subjected to internal force stemming from the elastic properties of the surface and external forces generated by the scanned data points and features. We automatically deform the underlying muscle layer consisting of three types of muscle models. A set of automatically generated skull feature points is then transformed based on the deformed external skin and muscle layers. The new positions of these feature points are used to drive volume morphing applied to the skull template for skull fitting. With the adapted multi-layer anatomical structure, the reconstructed model not only resembles the shape of the individual's face but can also be animated instantly using the muscle and jaw parameters.
4
Content available remote Anatomy-based 3D facial modeling for expression animation
EN
In this paper we propose a new hierarchical 3D facia model that conforms to the human facial anatomy for realistic facial expression animation. The facial model has a hierarchical biomechanical structure, incorporationg a physically-based approximation to facial skin tissue, a set of anatomicallymotivated facial muscle actuators and underlying skull structure. The deformable skin model has multilayer structure to approximate different types of soft tissue. It takes into account the nonlinear stress-strain relationship of the skin and the fact that soft tissue is almost incompressible. Different kinds of muscle models have been developed to simulate the distribution of the muscle force on the skin due to muscle contraction. By the presence of the skull model, our facial model takes advantage of both more accurate facial deformation and the consideration of facial anatomy during the interactive definition of facial muscles. Under the muscular force, the deformation of the facial skin is evaluated by solving the governing dynamic equation numerically. To improve computational efficiency, we use a localized, semi-implicit integration method which allows a larger time step to be taken in the simulation while retaining stability. The dynamic facial animation algorithm runs at an interactive rate with flexible and realistic facial expressions to be generated.
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