A hybrid approach to facial rigging

D. Komorowski, Vinod Melapudi, Darren Mortillaro, Gene S. Lee
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引用次数: 11

Abstract

In production environments, facial rigging is commonly done by either geometric deformations or blendshapes. Geometric deformations are driven by simulated muscle actions, which are loosely based upon the dynamics of facial tissue [Magnenat-Thalmann et al. 1988]. Blendshapes interpolate a large number of sculpted shapes [Bergeron and Lachapelle 1985]. The former approach is intuitive, yet slow and less precise. The latter is fast, yet memory intensive and sensitive to model changes. Conventional implementations of both approaches are difficult to generalize in order to build rigs quickly and retarget animation efficiently.
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面部索具的混合方法
在生产环境中,面部装配通常是通过几何变形或混合形状来完成的。几何变形是由模拟肌肉运动驱动的,这些肌肉运动松散地基于面部组织的动力学[Magnenat-Thalmann等人,1988]。混合形状插入了大量的雕刻形状[Bergeron和Lachapelle 1985]。前一种方法是直观的,但速度慢且不够精确。后者速度很快,但占用大量内存,并且对模型更改很敏感。为了快速构建钻机和有效地重新定位动画,这两种方法的常规实现都很难概括。
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