Modeling subdivision control meshes for creating cartoon faces

S. Skaria, E. Akleman, F. Parke
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引用次数: 11

Abstract

Modeling three-dimensional faces on the computer has been an interesting yet challenging problem. This paper presents a method for creating cartoon faces by using a subdivision scheme. We use set-operations for conceptual design of subdivision control meshes. To ensure the quality of the control mesh, we have eliminated high valenced extraordinary vertices since smoothness of the surface decreases with valence. In addition, we have limited the number of extraordinary vertices to eliminate ripples. We have also ensured an even structure around extraordinary vertices (The size of each quadrilateral in subdivided meshes are roughly similar). We have also developed a user-friendly interface to sculpt the control mesh. Using this interface we have been able to create a variety of cartoon faces.
建模细分控制网格创建卡通面孔
在计算机上对三维人脸进行建模一直是一个有趣但具有挑战性的问题。本文提出了一种利用细分方案创建卡通人脸的方法。我们使用集合运算进行细分控制网格的概念设计。为了保证控制网格的质量,我们消除了高价值的异常顶点,因为表面的平滑度随着价值而降低。此外,我们还限制了异常顶点的数量,以消除波纹。我们还确保了异常顶点周围的均匀结构(细分网格中每个四边形的大小大致相似)。我们还开发了一个用户友好的界面来雕刻控制网格。使用这个界面,我们已经能够创建各种卡通面孔。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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