{"title":"电脑生成的人脸动画","authors":"F. Parke","doi":"10.1145/280811.281000","DOIUrl":null,"url":null,"abstract":"This paper describes the representation, animation and data collection techniques that have been used to produce \"realistic\" computer generated half-tone animated sequences of a human face changing expression. It was determined that approximating the surface of a face with a polygonal skin containing approximately 250 polygons defined by about 400 vertices is sufficient to achieve a realistic face. Animation was accomplished using a cosine interpolation scheme to fill in the intermediate frames between expressions. This approach is good enough to produce realistic facial motion. The three-dimensional data used to describe the expressions of the face was obtained photogrammetrically using pairs of photographs.","PeriodicalId":236803,"journal":{"name":"Seminal graphics: pioneering efforts that shaped the field","volume":"21 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1998-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"143","resultStr":"{\"title\":\"Computer gernerated animation of faces\",\"authors\":\"F. Parke\",\"doi\":\"10.1145/280811.281000\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper describes the representation, animation and data collection techniques that have been used to produce \\\"realistic\\\" computer generated half-tone animated sequences of a human face changing expression. It was determined that approximating the surface of a face with a polygonal skin containing approximately 250 polygons defined by about 400 vertices is sufficient to achieve a realistic face. Animation was accomplished using a cosine interpolation scheme to fill in the intermediate frames between expressions. This approach is good enough to produce realistic facial motion. The three-dimensional data used to describe the expressions of the face was obtained photogrammetrically using pairs of photographs.\",\"PeriodicalId\":236803,\"journal\":{\"name\":\"Seminal graphics: pioneering efforts that shaped the field\",\"volume\":\"21 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1998-07-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"143\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Seminal graphics: pioneering efforts that shaped the field\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/280811.281000\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Seminal graphics: pioneering efforts that shaped the field","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/280811.281000","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
This paper describes the representation, animation and data collection techniques that have been used to produce "realistic" computer generated half-tone animated sequences of a human face changing expression. It was determined that approximating the surface of a face with a polygonal skin containing approximately 250 polygons defined by about 400 vertices is sufficient to achieve a realistic face. Animation was accomplished using a cosine interpolation scheme to fill in the intermediate frames between expressions. This approach is good enough to produce realistic facial motion. The three-dimensional data used to describe the expressions of the face was obtained photogrammetrically using pairs of photographs.