Proceedings of the 8th Annual Conference on Computer Graphics and Interactive Techniques - SIGGRAPH '81 1981
DOI: 10.1145/800224.806812
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Animating facial expressions

Abstract: Recognition and simulation of actions performable on rigidly-Jointed actors such as human bodies have been the subject of our research for some time. One part of an ongoing effort towards a total human movement simulator is to develop a system to perform the actions of American Sign Language (ASL). However, one of the "channels" of ASL communication, the face, presents problems which are not well handled by a rigid model.An integrated system for an internal representation and simulation of the face is presente… Show more

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Cited by 174 publications
(29 citation statements)
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“…Platt & Badler ( 1981 ), Waters (1987) and Terzopoulos & Waters (1990) have all developed models that simulate the muscles and tensions in the facial tissue. Such models can provide realistic results, but determining proper muscle activation levels required to create a specific facial expression can be a difficult matter, since real muscles do not lend themselves to easy measurement.…”
Section: Facial Animation Methodsmentioning
confidence: 99%
“…Platt & Badler ( 1981 ), Waters (1987) and Terzopoulos & Waters (1990) have all developed models that simulate the muscles and tensions in the facial tissue. Such models can provide realistic results, but determining proper muscle activation levels required to create a specific facial expression can be a difficult matter, since real muscles do not lend themselves to easy measurement.…”
Section: Facial Animation Methodsmentioning
confidence: 99%
“…Pearce et al (1986) introduced a small set of keywords to extend the Parke model. Platt and Badler (1981) have designed a model that is based on underlying facial structure. Points are simulated in the skin, the muscles and the bones by a set of three-dimensional networks.…”
Section: Introductionmentioning
confidence: 99%
“…For example, [15] uses a 3D mask to register the frontal view with the profile view. Some existing masks, such as [16], are well designed for fitting deformable surface according to muscle actions. However, when working with planar face images, it is hard to achieve a good registration for all the densely placed vertexes.…”
Section: Face Maskmentioning
confidence: 99%
“…However, when working with planar face images, it is hard to achieve a good registration for all the densely placed vertexes. Besides, although quad-based masks [16] make morphing flexible, triangulated masks are advantageous in texture mapping. Consequently, we use a simplified and trianglated mask, as shown in Fig.…”
Section: Face Maskmentioning
confidence: 99%