Automatic muscle generation for physically-based facial animation

This source preferred by Jian Jun Zhang

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Authors: Aina, O.O. and Zhang, J.J.

Journal: ACM SIGGRAPH 2010 Posters, SIGGRAPH '10

DOI: 10.1145/1836845.1836958

Physically-based facial animation (FA) techniques are notoriously difficult to create, reuse, and art-direct. We address these shortcomings by proposing a rig-builder that automatically generates bony and soft-tissue substructures for any given head model. In an earlier work, [Aina 2009] presented a method for fitting a generic skull to any given head model as a first step toward automated rig-building. Here, we outline work done since, and give an overview of a method for creating muscles of facial expression (mimic muscles), and other soft-tissues in the gap between a given head model and a fitted generic skull. © ACM 2010.

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