1990
DOI: 10.1002/vis.4340010208
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Physically‐based facial modelling, analysis, and animation

Abstract: We develop a new 3D hierarchical model of the human face. The model incorporates a physically‐based approximation to facial tissue and a set of anatomically‐motivated facial muscle actuators. Despite its sophistication, the model is efficient enough to produce facial animation at interactive rates on a high‐end graphics workstation. A second contribution of this paper is a technique for estimating muscle contractions from video sequences of human faces performing expressive articulations. These estimates may b… Show more

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Cited by 457 publications
(228 citation statements)
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References 14 publications
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“…He also used the FACS to relate the facial expressions to muscle activity. In 1990s, Terzopoulos and Waters [20] introduced a facial model that incorporates both anatomically-based muscle model and physically-based tissue model. The three layer spring mesh are skin, fatty tissues and muscles which tied to bone aimed to model more realistic anatomical facial behaviour.…”
Section: Muscle-based Modellingmentioning
confidence: 99%
“…He also used the FACS to relate the facial expressions to muscle activity. In 1990s, Terzopoulos and Waters [20] introduced a facial model that incorporates both anatomically-based muscle model and physically-based tissue model. The three layer spring mesh are skin, fatty tissues and muscles which tied to bone aimed to model more realistic anatomical facial behaviour.…”
Section: Muscle-based Modellingmentioning
confidence: 99%
“…Virtual reality deformable models. Real time simulations of linear elastic properties are based on mechanical models like the massspring models [117][118][119][120][121][122][123]. Owing to their limitations (like topological design, validity of deformations, dynamic behavior, visualization) of modeling only linear elastic properties, these models are used only to realistically animate tissue deformations, not to simulate the exact physical behavior of human soft tissue [124].…”
Section: Classification Of Hard and Soft Tissuementioning
confidence: 99%
“…Terzopoulos and Waters [1] argue the advantages of using anatomy and physics rather than just geometry for facial animation, and present a mass-spring model of facial tissue with muscle actuators. Joukhadar and Laugier [2] also use a massspring model with explicit integration techniques as the foundation of a general dynamic simulation system, and Baraff and Witkin [3] use masses and springs with implicit integration to simulate cloth.…”
Section: Related Workmentioning
confidence: 99%