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dc.contributor.authorBarrielle, Vincenten_US
dc.contributor.authorStoiber, Nicolasen_US
dc.contributor.authorCagniart, Cédricen_US
dc.contributor.editorJoaquim Jorge and Ming Linen_US
dc.date.accessioned2016-04-26T08:38:34Z
dc.date.available2016-04-26T08:38:34Z
dc.date.issued2016en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12836en_US
dc.description.abstractIn this paper we present a new paradigm for the generation and retargeting of facial animation. Like a vast majority of the approaches that have adressed these topics, our formalism is built on blendshapes. However, where prior works have generally encoded facial geometry using a low dimensional basis of these blendshapes, we propose to encode facial dynamics by looking at blendshapes as a basis of forces rather than a basis of shapes. We develop this idea into a dynamic model that naturally combines the blendshapes paradigm with physics-based techniques for the simulation of deforming meshes. Because it escapes the linear span of the shape basis through time-integration and physics-inspired simulation, this approach has a wider expres- sive range than previous blendshape-based methods. Its inherent physically-based formulation also enables the simulation of more advanced physical interactions, such as collision responses on lip contacts.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectI.3.3 [Computer Graphics]en_US
dc.subjectAnimationen_US
dc.subjectFacial Animationen_US
dc.titleBlendForces: A Dynamic Framework for Facial Animationen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.sectionheadersFaces & Motionen_US
dc.description.volume35en_US
dc.description.number2en_US
dc.identifier.doi10.1111/cgf.12836en_US
dc.identifier.pages341-352en_US


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