Exporting vector muscles for facial animation

T.D. Bui, Andreas Butz (Editor), Antonio Kruger (Editor), Dirk K.J. Heylen, Patrick Olivier (Editor), Antinus Nijholt, Mannes Poel

    Research output: Contribution to journalArticleAcademicpeer-review

    3 Citations (Scopus)
    21 Downloads (Pure)

    Abstract

    In this paper we introduce a method of exporting vector muscles from one 3D face to another for facial animation. Starting from a 3D face with an extended version of Waters’ linear muscle system, we transfer the linear muscles to a target 3D face.We also transfer the region division, which is used to increase the performance of the muscle as well as to control the animation. The human involvement is just as simple as selecting the faces which shows the most natural facial expressions in the animator’s view. The method allows the transfer of the animation to a new 3D model within a short time. The transferred muscles can then be used to create new animations.
    Original languageUndefined
    Pages (from-to)251-260
    Number of pages10
    JournalLecture notes in artificial intelligence
    Volume2733
    DOIs
    Publication statusPublished - 1 Jul 2003

    Keywords

    • IR-60387
    • HMI-VRG: Virtual Reality and Graphics
    • EWI-9973
    • METIS-217653

    Cite this

    Bui, T.D. ; Butz, Andreas (Editor) ; Kruger, Antonio (Editor) ; Heylen, Dirk K.J. ; Olivier, Patrick (Editor) ; Nijholt, Antinus ; Poel, Mannes. / Exporting vector muscles for facial animation. In: Lecture notes in artificial intelligence. 2003 ; Vol. 2733. pp. 251-260.
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    abstract = "In this paper we introduce a method of exporting vector muscles from one 3D face to another for facial animation. Starting from a 3D face with an extended version of Waters’ linear muscle system, we transfer the linear muscles to a target 3D face.We also transfer the region division, which is used to increase the performance of the muscle as well as to control the animation. The human involvement is just as simple as selecting the faces which shows the most natural facial expressions in the animator’s view. The method allows the transfer of the animation to a new 3D model within a short time. The transferred muscles can then be used to create new animations.",
    keywords = "IR-60387, HMI-VRG: Virtual Reality and Graphics, EWI-9973, METIS-217653",
    author = "T.D. Bui and Andreas Butz and Antonio Kruger and Heylen, {Dirk K.J.} and Patrick Olivier and Antinus Nijholt and Mannes Poel",
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    Exporting vector muscles for facial animation. / Bui, T.D.; Butz, Andreas (Editor); Kruger, Antonio (Editor); Heylen, Dirk K.J.; Olivier, Patrick (Editor); Nijholt, Antinus; Poel, Mannes.

    In: Lecture notes in artificial intelligence, Vol. 2733, 01.07.2003, p. 251-260.

    Research output: Contribution to journalArticleAcademicpeer-review

    TY - JOUR

    T1 - Exporting vector muscles for facial animation

    AU - Bui, T.D.

    AU - Heylen, Dirk K.J.

    AU - Nijholt, Antinus

    AU - Poel, Mannes

    A2 - Butz, Andreas

    A2 - Kruger, Antonio

    A2 - Olivier, Patrick

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    AB - In this paper we introduce a method of exporting vector muscles from one 3D face to another for facial animation. Starting from a 3D face with an extended version of Waters’ linear muscle system, we transfer the linear muscles to a target 3D face.We also transfer the region division, which is used to increase the performance of the muscle as well as to control the animation. The human involvement is just as simple as selecting the faces which shows the most natural facial expressions in the animator’s view. The method allows the transfer of the animation to a new 3D model within a short time. The transferred muscles can then be used to create new animations.

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    KW - HMI-VRG: Virtual Reality and Graphics

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    EP - 260

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