2020
DOI: 10.1111/cgf.14089
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Data‐Driven Facial Simulation

Abstract: In Visual Effects, the creation of realistic facial performances is still a challenge that the industry is trying to overcome. Blendshape deformation is used to reproduce the action of different groups of muscles, which produces realistic static results. However, this is not sufficient to generate believable and detailed facial performances of animated digital characters. To increase the realism of facial performances, it is possible to enhance standard facial rigs using physical simulation approaches. However… Show more

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Cited by 5 publications
(1 citation statement)
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“…All these works use either topological positions of vertices in the face or their correlation over animation sequence, neglecting the underlying blendshape model. Clustering based on the underlying deformation model has been considered in [33] and [34], where a goal of the former was to add a secondary motion to an animated character, and the latter proposes a segmentation for solving the inverse rig locally in a distributed fashion. However, in this paper we do not investigate further application of face clusters in solving our objective.…”
Section: B Literature Review 1) Facial Animationmentioning
confidence: 99%
“…All these works use either topological positions of vertices in the face or their correlation over animation sequence, neglecting the underlying blendshape model. Clustering based on the underlying deformation model has been considered in [33] and [34], where a goal of the former was to add a secondary motion to an animated character, and the latter proposes a segmentation for solving the inverse rig locally in a distributed fashion. However, in this paper we do not investigate further application of face clusters in solving our objective.…”
Section: B Literature Review 1) Facial Animationmentioning
confidence: 99%