Planar Bones for MPEG-4 facial animation

Manuel A. Sánchez Lorenzo, Steve C. Maddock
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引用次数: 7

Abstract

This paper proposes a deformation technique called Planar Bones, derived from surface-oriented free form deformations, and explores its application to the context of facial animation. The warping method proposed uses as the control input a polygonal mesh, which is built as a triangulation of the feature points defined by MPEG-4 (Motion Picture Experts Group). A strong correspondence between the facial geometry and this control structure is maintained throughout the animation, overcoming the issues of many of the current systems defined using this standard.
平面骨骼用于MPEG-4面部动画
本文提出了一种基于面向表面的自由变形的变形技术——平面骨(Planar Bones),并探讨了其在面部动画中的应用。所提出的翘曲方法使用MPEG-4 (Motion Picture Experts Group)定义的特征点进行三角剖分构建的多边形网格作为控制输入。在整个动画中保持了面部几何形状和控制结构之间的强烈对应关系,克服了许多使用该标准定义的当前系统的问题。
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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