{"title":"平面骨骼用于MPEG-4面部动画","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":"{\"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}","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}
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.