{"title":"Planar Bones for MPEG-4 facial animation","authors":"Manuel A. Sánchez Lorenzo, Steve C. Maddock","doi":"10.1109/TPCG.2003.1206934","DOIUrl":null,"url":null,"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.","PeriodicalId":132138,"journal":{"name":"Proceedings of Theory and Practice of Computer Graphics, 2003.","volume":"60 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2003-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of Theory and Practice of Computer Graphics, 2003.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/TPCG.2003.1206934","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.