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Planar Bones for MPEG-4 Facial Animation
University of Birmingham, UK June 03-June 05
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TPCG.2003.1206934Theory and Practice of Computer Graph ...
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Manuel A. S?nchez Lorenzo, University of Sheffield
Steve C. Maddock, University of Sheffield
This paper proposes a deformation technique called Planar Bones, derived from Surface-oriented Free Form Deformations, and explores its application to the context of Facial Animation. The warping method proposed uses as the control input a polygonal mesh, which is built as a triangulation of the Feature Points defined by MPEG-4. A strong correspondence between the facial geometry and this control structure is maintained throughout the animation, overcoming the issues of many of the current systems defined using this standard.
Citation:
Manuel A. S?nchez Lorenzo, Steve C. Maddock, "Planar Bones for MPEG-4 Facial Animation," tpcg, pp.81, Theory and Practice of Computer Graphics 2003, 2003
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