“Automatic muscle generation for physically-based facial animation” by Aina and Zhang

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Entry Number: 105

Title:

    Automatic muscle generation for physically-based facial animation

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Abstract:


    Physically-based facial animation (FA) techniques are notoriously difficult to create, reuse, and art-direct. We address these shortcomings by proposing a rig-builder that automatically generates bony and soft-tissue substructures for any given head model. In an earlier work, [Aina 2009] presented a method for fitting a generic skull to any given head model as a first step toward automated rig-building. Here, we outline work done since, and give an overview of a method for creating muscles of facial expression (mimic muscles), and other soft-tissues in the gap between a given head model and a fitted generic skull.

References:


    Aina, O. O. 2009. Generating anatomical substructures for physically-based facial animation. part 1: A methodology for skull fitting. Vis. Comput. 25, 5–7. Google ScholarDigital Library
    Larrabee, W. F., Makielski, K. H., and Sykes, J. 1997. Surgical anatomy for endoscopic facial surgery. In Endoscopic Facial Plastic Surgey, K. Gregory S, Ed. 3–33.Google Scholar
    Polthier, K., and Schmies, M. 2006. Straightest geodesics on polyhedral surfaces. In SIGGRAPH ’06. Google ScholarDigital Library


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