نتایج جستجو برای: driven facial animation

تعداد نتایج: 300139  

2012
François Rocca Thierry Ravet Joëlle Tilmanne

This project aims to review existing approaches to animate in real time the facial features of a virtual character. We investigate a tool that will be usable for artists in live performances or to facilitate the creation of animation movies thanks to a quick preview of the results. The animation data are obtained by facial motion capture instrumentation (marker-based or markerless) or are gener...

2006
Yuru Pei Hongbin Zha

We present a novel method to transfer speech animation recorded in low resolution videos onto realistic 3D facial models. Unsupervised learning is utilized on a speech video corpus to find underlying manifold of facial configurations. K-means clustering is applied on the low dimensional space to find key speaking-related facial shapes. With a small set of laser scanner captured 3D models relate...

2007
LIU Yanghua

Realistic personalized face animation mainly depends on a picture-perfect appearance and natural head rotation. This paper describes a face model for generation of novel view facial textures with various realistic expressions and poses. The model is achieved from corpora of a talking person using machine learning techniques. In face modeling, the facial texture variation is expressed by a multi...

2002
Irene Albrecht Jörg Haber Kolja Kähler Marc Schröder Hans-Peter Seidel

We introduce a facial animation system that produces real-time animation sequences including speech synchronization and non-verbal speech-related facial expressions from plain text input. A state-of-the-art text-to-speech synthesis component performs linguistic analysis of the text input and creates a speech signal from phonetic and intonation information. The phonetic transcription is addition...

Journal: :Journal of Visualization and Computer Animation 1991
Steve DiPaola

We describe, in case study form, techniques to extend the range of facial types and movement using a parametric facial animation system originally developed to model and control synthetic 3D faces limited to a normal range of human shape and motion. These techniques have allowed us to create a single authoring system that can create and animate a wide range of facial types that range from reali...

Journal: :Int. J. Imaging Systems and Technology 2003
Peter Eisert

MPEG-4 supports the definition, encoding, transmission, and animation of 3-D head and body models. These features can be used for a variety of different applications ranging from low bit-rate video coding to character and avatar animation. In this paper, an entire system for the analysis of facial expressions from image sequences and their synthesis is presented. New methods for the estimation ...

2004
Demetri Terzopoulos Yuencheng Lee

Facial animation has a lengthy history in computer graphics. To date, most efforts have concentrated either on labor-intensive keyframe schemes, on manually animated parameterized methods using FACS-inspired expression control schemes, or on performance-based animation where facial motions are captured from human actors. As an alternative, we propose the fully automated animation of faces using...

2008

We present a novel method for acquisition, modeling, compression, and synthesis of realistic facial deformations using polynomial displacement maps. Our method consists of an analysis phase where the relationship between motion capture markers and detailed facial geometry is inferred, and a synthesis phase where novel detailed animated facial geometry is driven solely by a sparse set of motion ...

2012
Peter Drahoš

In the recent years the average performance of computers increased significantly partly due to the ubiquitous availability of graphics hardware. Photorealistic rendering of human faces is no longer restricted to offline rendering and use in movies. Even portable machines and to some degree high-end mobile devices offer enough performance to synthesize photorealistic facial animation in real tim...

2009
Alun Evans Marco Romeo Marcelo Dematei Josep Blat

Facial animation of 3D characters is frequently a time-consuming and repetitive process that involves either skeleton-rigging or pose-setting for morph targets. A major issue of concern is the necessity to repeat similar tasks for different models, re-creating the same animation system for several faces. Thus there is a need for reusable methods and tools that allow the introduction of automati...

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