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引用次数: 1

摘要

变形是指从一种形状平滑地转变为另一种形状的过程。在本文中,我们提出了一种基于特征的方法,利用网格变形来计算虚拟世界中三维面部表情动画的两个同胚面部网格。我们将该方法分为五个步骤,包括网格参数化、特征规范、顶点对应和点插值。基于用户指定特征点的稀疏集,提出了一种半自动纹波搜索算法来解决源网格与目标网格之间建立一对一对应关系的问题。在建立对应关系后,采用带有4个数据控制点的Bezier插值从源网格转换到目标网格。最后,利用该方法对具有表面纹理的三对面部网格进行了验证,生成了一系列的面部表情。
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Facial Expressions for 3D Game Applications
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.
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