dc.description.abstract | In this dissertation, I describe a virtual head model with anatomical structure. The
model is animated in a physics-based manner by use of muscle contractions that in
turn cause skin deformations; the simulation is ef cient enough to achieve real-time
frame rates on current PC hardware. Construction of head models is eased in my
approach by deriving new models from a prototype, employing a deformation method
that reshapes the complete virtual head structure. Without additional modeling tasks,
this results in an immediately animatable model. The general deformation method
allows for several applications such as adaptation to individual scan data for creation
of animated head models of real persons. The basis for the deformation method is a
set of facial feature points, which leads to other interesting uses when this set is chosen
according to an anthropometric standard set of facial landmarks: I present algorithms
for simulation of human head growth and reconstruction of a face from a skull. | en_US |