dc.contributor.author | Barrielle, Vincent | en_US |
dc.contributor.author | Stoiber, Nicolas | en_US |
dc.contributor.author | Cagniart, Cédric | en_US |
dc.contributor.editor | Joaquim Jorge and Ming Lin | en_US |
dc.date.accessioned | 2016-04-26T08:38:34Z | |
dc.date.available | 2016-04-26T08:38:34Z | |
dc.date.issued | 2016 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/cgf.12836 | en_US |
dc.description.abstract | In 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.publisher | The Eurographics Association and John Wiley & Sons Ltd. | en_US |
dc.subject | I.3.3 [Computer Graphics] | en_US |
dc.subject | Animation | en_US |
dc.subject | Facial Animation | en_US |
dc.title | BlendForces: A Dynamic Framework for Facial Animation | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.sectionheaders | Faces & Motion | en_US |
dc.description.volume | 35 | en_US |
dc.description.number | 2 | en_US |
dc.identifier.doi | 10.1111/cgf.12836 | en_US |
dc.identifier.pages | 341-352 | en_US |