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