Abstract. Preparing a facial mesh to be animated requires a labori-ous manual rigging process. The rig specifies how the input animation data deforms the surface and allows artists to manipulate a character. We present a method that automatically rigs a facial mesh based on Radial Basis Functions (RBF) and linear blend skinning approach. Our approach transfers the skinning parameters (feature points and their en-velopes, ie. point-vertex weights), of a reference facial mesh (source)-already rigged- to the chosen facial mesh (target) by computing an au-tomatic registration between the two meshes. There is no need to man-ually mark the correspondence between the source and target mesh. As a result, inexperienced artists can automatically rig ...
Abstract: Facial animation of 3D characters is frequently a time-consuming and repetitive process th...
We present a facial deformation system that adapts a generic fa- cial rig into di®erent face models...
This paper presents an efficient method to construct optimal facial animation blendshapes from given...
International audiencePreparing a facial mesh to be animated requires a laborious manualrigging proc...
Figure 1: The bottom row shows the virtual face animated by retargeting expressions from the source ...
International audienceFigure 1: The bottom row shows the virtual face animated by retargeting expres...
We introduce a facial deformation system that allows artists to define and customize a facial rig an...
We introduce a facial deformation system that allows artists to define and customize a facial rig an...
In this paper, we introduce a novel method of automatically finding the training set of RBF networks...
In this paper we demonstrate our framework of facial motion retargeting. We define pairs of source a...
A major unsolved problem in computer graphics is the construction and animation of realistic human f...
In this paper, we introduce a novel method of automatically finding the training set of RBF networks...
We introduce a facial deformation system that helps the character setup process and gives artists th...
Facial animation is one of the most important contents in 3D CG animations. By the development of sc...
Reproducing the subtleties of a face through animation requires developing a sophisticated character...
Abstract: Facial animation of 3D characters is frequently a time-consuming and repetitive process th...
We present a facial deformation system that adapts a generic fa- cial rig into di®erent face models...
This paper presents an efficient method to construct optimal facial animation blendshapes from given...
International audiencePreparing a facial mesh to be animated requires a laborious manualrigging proc...
Figure 1: The bottom row shows the virtual face animated by retargeting expressions from the source ...
International audienceFigure 1: The bottom row shows the virtual face animated by retargeting expres...
We introduce a facial deformation system that allows artists to define and customize a facial rig an...
We introduce a facial deformation system that allows artists to define and customize a facial rig an...
In this paper, we introduce a novel method of automatically finding the training set of RBF networks...
In this paper we demonstrate our framework of facial motion retargeting. We define pairs of source a...
A major unsolved problem in computer graphics is the construction and animation of realistic human f...
In this paper, we introduce a novel method of automatically finding the training set of RBF networks...
We introduce a facial deformation system that helps the character setup process and gives artists th...
Facial animation is one of the most important contents in 3D CG animations. By the development of sc...
Reproducing the subtleties of a face through animation requires developing a sophisticated character...
Abstract: Facial animation of 3D characters is frequently a time-consuming and repetitive process th...
We present a facial deformation system that adapts a generic fa- cial rig into di®erent face models...
This paper presents an efficient method to construct optimal facial animation blendshapes from given...