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Animated Face Modeling and Adaptation with triangular B-spline

机译:动画脸部建模和三角形B样条的适应

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This paper concentrates on creating individual faces for MPEG4 compliant animation with triangular B-spline. We reconstruct 3D face by adapting a generic face model. A semi-automatic method, which creates human face from Cyberware range and texture data, and deformation primitive, an auxiliary tool for face editing, are presented. In both tools triangular B-spline (tri-B-spline) is employed to represent faces as smooth surfaces. This representation makes our semiautomatic method more robust to range data errors and facilitates the optimization process. For the Cyberware data of an individual face, our method first modifies the generic model to initialize in a semiautomatic way. Then non-linear optimization is performed to decide shape information for this specific face. Texture mapping is trivial after face shape is decided. Our method needs a minimum user interaction. It is also robust for different initialization. Our deformation primitive, which is designed semantically, facilitates face-editing procedure greatly. The reconstructed 3D face can be animated immediately with MPEG4 Facial Animation Parameter (FAP) streams.
机译:本文专注于创建具有三角形B样条符合MPEG4符合MPEG4符合动画的单个面孔。通过调整通用面部模型来重建3D面。呈现了一种从Cyber​​ Surfer系列和纹理数据创建人脸的半自动方法,以及变形原语,是面部编辑的辅助工具。在两种工具中,使用三角形B样条曲线(三-B样条线)表示面部作为光滑表面。此表示使我们的半自动方法更强大地延伸到范围数据错误,并促进优化过程。对于单个面部的网络磁带数据,我们的方法首先修改通用模型以以半自动方式初始化。然后执行非线性优化以确定该特定面部的形状信息。在决定面部形状后,纹理映射是微不足道的。我们的方法需要最小的用户交互。对于不同的初始化,它也是强大的。我们的变形原语,由语义设计,促进了面部编辑程序。可以立即使用MPEG4面部动画参数(FAP)流动画来动画重建的3D面。

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