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Landmark-Based Re-topology of Stereo-Pair Acquired Face Meshes

机译:基于地标的立体声对的重新拓扑被获取的面网

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Believable, detailed digital laces are desired for both film and game production as well as research applications. A high-resolution mesh of a face is acquired often with structured light and stereo computer-vision methods. In production for visual effects or games, the acquired mesh is "re-topologized" by an artist using software to draw a new edge layout in order to simplify and prepare a mesh for animation. For building models of facial population and expression for research, meshes often undergo a similar process to find correspondence among face models, although in the past the desired layout has not been designed for effective facial animation. We propose a process using images accompanying a 3D scan to locate dense 2D facial landmarks automatically to re-topologize meshes with the particular goal of creating models that deform well fox facial animation. The technique also allows real-time editing of the re-topology relationship if modifications are desired.
机译:这部电影和游戏生产以及研究应用程序都需要可信的,详细的数字鞋带。使用脸部的高分辨率网格以结构化的光和立体声计算机视觉方法获得。在为视觉效果或游戏的生产中,所获取的网格是由使用软件绘制新边布局的艺术家“重新拓扑”,以简化和准备用于动画的网格。对于面部人口和研究表达的建筑模型,网格通常经常在面部模型中找到相应的过程,尽管在过去,所需的布局尚未为有效的面部动画设计。我们提出了一种使用伴随3D扫描的图像来定位密集的2D面部地标的过程,以便重新拓扑网格,具有创建变形福克斯面部动画的模型的特定目标。如果需要修改,该技术还允许实时编辑重新拓扑关系。

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