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A new physical model with multilayer architecture for facial expression animation using dynamic adaptive mesh

机译:使用动态自适应网格的面部表情动画的多层结构新物理模型

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This paper presents a new physically-based 3D facial model based on anatomical knowledge which provides high fidelity for facial expression animation while optimizing the computation. Our facial model has a multilayer biomechanical structure, incorporating a physically-based approximation to facial skin tissue, a set of anatomically-motivated facial muscle actuators, and underlying skull structure. In contrast to existing mass-spring-damper (MSD) facial models, our dynamic skin model uses the nonlinear springs to directly simulate the nonlinear visco-elastic behavior of soft tissue and a new kind of edge repulsion spring is developed to prevent collapse of the skin model. Different types of muscle models have been developed to simulate distribution of the muscle force applied on the skin due to muscle contraction. The presence of the skull advantageously constrain the skin movements, resulting in more accurate facial deformation and also guides the interactive placement of facial muscles. The governing dynamics are computed using a local semiimplicit ODE solver. In the dynamic simulation, an adaptive refinement automatically adapts the local resolution at which potential inaccuracies are detected depending on local deformation. The method, in effect, ensures the required speedup by concentrating computational time only where needed while ensuring realistic behavior within a predefined error threshold. This mechanism allows more pleasing animation results to be produced at a reduced computational cost.
机译:本文提出了一种基于解剖学知识的新的基于物理的3D面部模型,该模型在优化计算的同时为面部表情动画提供了高保真度。我们的面部模型具有多层生物力学结构,包括对面部皮肤组织的基于物理的逼近,一组解剖学驱动的面部肌肉促动器以及下面的头骨结构。与现有的质量弹簧阻尼器(MSD)面部模型相比,我们的动态皮肤模型使用非线性弹簧直接模拟软组织的非线性粘弹性行为,并开发了一种新型的边缘排斥弹簧来防止软组织塌陷。皮肤模型。已经开发出不同类型的肌肉模型以模拟由于肌肉收缩而施加在皮肤上的肌肉力的分布。头骨的存在有利地限制了皮肤的运动,从而导致更准确的面部变形,并且还引导了面部肌肉的交互放置。使用局部半隐式ODE求解器计算控制动力学。在动态模拟中,自适应优化会自动调整局部分辨率,在该分辨率下,根据局部变形会检测到潜在的误差。实际上,该方法通过仅在需要时集中计算时间来确保所需的加速,同时确保在预定义的错误阈值之内的实际行为。该机制允许以降低的计算成本产生更令人愉悦的动画结果。

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