A Head Model with Anatomical Structure for Facial Modeling and Animation

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2003
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Abstract
In this dissertation, I describe a virtual head model with anatomical structure. The model is animated in a physics-based manner by use of muscle contractions that in turn cause skin deformations; the simulation is ef cient enough to achieve real-time frame rates on current PC hardware. Construction of head models is eased in my approach by deriving new models from a prototype, employing a deformation method that reshapes the complete virtual head structure. Without additional modeling tasks, this results in an immediately animatable model. The general deformation method allows for several applications such as adaptation to individual scan data for creation of animated head models of real persons. The basis for the deformation method is a set of facial feature points, which leads to other interesting uses when this set is chosen according to an anthropometric standard set of facial landmarks: I present algorithms for simulation of human head growth and reconstruction of a face from a skull.
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