DocumentCode :
470504
Title :
Facial Expressions for 3D Game Applications
Author :
Lu, Tainchi ; Mu, Daosheng ; Tsai, Minchih
Author_Institution :
Nat. Chiayi Univ., Chiayi
Volume :
1
fYear :
2007
fDate :
26-28 Nov. 2007
Firstpage :
341
Lastpage :
344
Abstract :
Morphing is a process of smoothly transforming from one shape into another. In this paper, we present a feature-based method of employing mesh morphing to compute two homeomorphic facial meshes for animating 3D facial expressions in virtual worlds. We divide the method into five steps, including mesh parameterization, feature specification, vertex correspondence, and point interpolation. Relying on sparse sets of user specified feature points, a semi-automatic ripple searching algorithm is proposed to cope with the problem of establishing a one-to-one correspondence between source and target meshes. After the operation of correspondence establishment, we employ Bezier interpolation with four data control points to transform from the source mesh to the target mesh. Finally, three pairs of facial meshes with surface textures are demonstrated to produce a series of facial expressions by using the proposed method.
Keywords :
computer animation; computer games; interpolation; mesh generation; 3D facial expressions; 3D game applications; Bezier interpolation; feature specification; homeomorphic facial meshes; mesh morphing; mesh parameterization; point interpolation; semiautomatic ripple searching algorithm; vertex correspondence; virtual worlds; Application software; Automatic control; Computer graphics; Computer science; Facial animation; Head; Interpolation; Mesh generation; Motion pictures; Shape;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Intelligent Information Hiding and Multimedia Signal Processing, 2007. IIHMSP 2007. Third International Conference on
Conference_Location :
Kaohsiung
Print_ISBN :
978-0-7695-2994-1
Type :
conf
DOI :
10.1109/IIHMSP.2007.4457559
Filename :
4457559
Link To Document :
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