A hybrid approach to facial rigging

D. Komorowski, Vinod Melapudi, Darren Mortillaro, Gene S. Lee
{"title":"A hybrid approach to facial rigging","authors":"D. Komorowski, Vinod Melapudi, Darren Mortillaro, Gene S. Lee","doi":"10.1145/1899950.1899992","DOIUrl":null,"url":null,"abstract":"In production environments, facial rigging is commonly done by either geometric deformations or blendshapes. Geometric deformations are driven by simulated muscle actions, which are loosely based upon the dynamics of facial tissue [Magnenat-Thalmann et al. 1988]. Blendshapes interpolate a large number of sculpted shapes [Bergeron and Lachapelle 1985]. The former approach is intuitive, yet slow and less precise. The latter is fast, yet memory intensive and sensitive to model changes. Conventional implementations of both approaches are difficult to generalize in order to build rigs quickly and retarget animation efficiently.","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"75 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"11","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM SIGGRAPH ASIA 2010 Sketches","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1899950.1899992","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 11

Abstract

In production environments, facial rigging is commonly done by either geometric deformations or blendshapes. Geometric deformations are driven by simulated muscle actions, which are loosely based upon the dynamics of facial tissue [Magnenat-Thalmann et al. 1988]. Blendshapes interpolate a large number of sculpted shapes [Bergeron and Lachapelle 1985]. The former approach is intuitive, yet slow and less precise. The latter is fast, yet memory intensive and sensitive to model changes. Conventional implementations of both approaches are difficult to generalize in order to build rigs quickly and retarget animation efficiently.
面部索具的混合方法
在生产环境中,面部装配通常是通过几何变形或混合形状来完成的。几何变形是由模拟肌肉运动驱动的,这些肌肉运动松散地基于面部组织的动力学[Magnenat-Thalmann等人,1988]。混合形状插入了大量的雕刻形状[Bergeron和Lachapelle 1985]。前一种方法是直观的,但速度慢且不够精确。后者速度很快,但占用大量内存,并且对模型更改很敏感。为了快速构建钻机和有效地重新定位动画,这两种方法的常规实现都很难概括。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信