Animated face modeling and adaptation with triangular B-spline

Guangyou Xu*, Hui Zhang, Qiang Wang

*Corresponding author for this work

Research output: Contribution to journalConference articlepeer-review

Abstract

This paper concentrates on creating individual faces for MPEG4 compliant animation with triangular B-spline. We reconstruct 3D face by adapting a generic face model. A semi-automatic method, which creates human face from Cyberware range and texture data, and deformation primitive, an auxiliary tool for face editing, are presented. In both tools triangular B-spline (tri-B-spline) is employed to represent faces as smooth surfaces. This representation makes our semi-automatic method more robust to range data errors and facilitates the optimization process. For the Cyberware data of an individual face, our method first modifies the generic model to initialize in a semiautomatic way. Then non-linear optimization is performed to decide shape information for this specific face. Texture mapping is trivial after face shape is decided. Our method needs a minimum user interaction. It is also robust for different initialization. Our deformation primitive, which is designed semantically, facilitates face-editing procedure greatly. The reconstructed 3D face can be animated immediately with MPEG4 Facial Animation Parameter (FAP) streams.

Original languageEnglish
Pages (from-to)126-131
Number of pages6
JournalProceedings of SPIE - The International Society for Optical Engineering
Volume4553
DOIs
Publication statusPublished - 2001
Externally publishedYes
EventVisualization and Optimization Techniques - Wuhan, China
Duration: 22 Oct 200124 Oct 2001

Keywords

  • Deformation primitive
  • Face adaptation
  • Face modeling
  • MPEG4 compliant facial animation
  • Triangular B-spline

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