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The Visual Computer

, Volume 25, Issue 5–7, pp 617–625 | Cite as

Generating anatomical substructures for physically-based facial animation. Part 1: A methodology for skull fitting

  • Olusola O. AinaEmail author
Original Article

Abstract

Physically-based facial animation techniques are capable of producing realistic facial deformations, but have failed to find meaningful use outside the academic community because they possess the disadvantages of being much harder to create, and even harder to reuse in comparison to other methods of facial animation. As a first step toward a physically-based facial animation system that is truly reusable, this paper outlines a landmark-based process for fitting a generic skull to any given face model, using thin-plate splines and extended kriging predictor deformers, and an interactive scaling technique for incorporating experimentally obtained soft-tissue depth data into the morphing process.

Keywords

Facial animation Thin-plate splines Kriging Differential geometry Semilandmarks 

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Copyright information

© Springer-Verlag 2009

Authors and Affiliations

  1. 1.National Center for Computer AnimationBournemouth UniversityPooleEngland

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