{"title":"Facial Expressions for 3D Game Applications","authors":"T. Lu, Daosheng Mu, Minchih Tsai","doi":"10.1109/IIH-MSP.2007.404","DOIUrl":null,"url":null,"abstract":"Morphing is a process of smoothly transforming from one shape into another. In this paper, we present a feature-based method of employing mesh morphing to compute two homeomorphic facial meshes for animating 3D facial expressions in virtual worlds. We divide the method into five steps, including mesh parameterization, feature specification, vertex correspondence, and point interpolation. Relying on sparse sets of user specified feature points, a semi-automatic ripple searching algorithm is proposed to cope with the problem of establishing a one-to-one correspondence between source and target meshes. After the operation of correspondence establishment, we employ Bezier interpolation with four data control points to transform from the source mesh to the target mesh. Finally, three pairs of facial meshes with surface textures are demonstrated to produce a series of facial expressions by using the proposed method.","PeriodicalId":385132,"journal":{"name":"Third International Conference on Intelligent Information Hiding and Multimedia Signal Processing (IIH-MSP 2007)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-11-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Third International Conference on Intelligent Information Hiding and Multimedia Signal Processing (IIH-MSP 2007)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IIH-MSP.2007.404","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
Morphing is a process of smoothly transforming from one shape into another. In this paper, we present a feature-based method of employing mesh morphing to compute two homeomorphic facial meshes for animating 3D facial expressions in virtual worlds. We divide the method into five steps, including mesh parameterization, feature specification, vertex correspondence, and point interpolation. Relying on sparse sets of user specified feature points, a semi-automatic ripple searching algorithm is proposed to cope with the problem of establishing a one-to-one correspondence between source and target meshes. After the operation of correspondence establishment, we employ Bezier interpolation with four data control points to transform from the source mesh to the target mesh. Finally, three pairs of facial meshes with surface textures are demonstrated to produce a series of facial expressions by using the proposed method.