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@InProceedings{YuPrakSung:2002:HiFaMo,
               author = "Yu, Zhang and Prakash, Edmond Cyril and Sung, Eric",
                title = "Hierarchical face modeling and fast 3D facial expression 
                         synthesis",
            booktitle = "Proceedings...",
                 year = "2002",
               editor = "Gon{\c{c}}alves, Luiz Marcos Garcia and Musse, Soraia Raupp and 
                         Comba, Jo{\~a}o Luiz Dihl and Giraldi, Gilson and Dreux, 
                         Marcelo",
         organization = "Brazilian Symposium on Computer Graphics and Image Processing, 15. 
                         (SIBGRAPI)",
            publisher = "IEEE Computer Society",
              address = "Los Alamitos",
                 note = "The conference was held in Fortaleza, CE, Brazil, from October 7 
                         to 10.",
             abstract = "This paper presents a new hierarchical facial model that conforms 
                         to the human anatomy for realistic and fast 3D facial expression 
                         synthesis. The facial model has a skin/muscle/skull structure. The 
                         deformable skin model uses a kind of nonlinear springs to directly 
                         simulate the nonlinear visco-elastic behavior of soft tissue, and 
                         a new kind of edge repulsion springs is developed to prevent model 
                         collapse. The incorporation of the skull extends the scope of 
                         facial motion and facilitates facial muscle construction. The 
                         construction of facial muscles is achieved by using an efficient 
                         muscle mapping approach that ensures different muscles to be 
                         located at the anatomically correct positions. For computational 
                         efficiency, we devise an adaptive simulation algorithm which uses 
                         either a semi-implicit integration scheme or a quasi-static solver 
                         to compute the relaxation by traversing the designed data 
                         structures in a breadth-first order. The algorithm runs in 
                         real-time and has successfully synthesized realistic facial 
                         expressions.",
  conference-location = "Fortaleza, CE, Brazil",
      conference-year = "10-10 Oct. 2002",
                  doi = "10.1109/SIBGRA.2002.1167166",
                  url = "http://dx.doi.org/10.1109/SIBGRA.2002.1167166",
             language = "en",
         organisation = "SBC - Brazilian Computer Society",
                  ibi = "6qtX3pFwXQZeBBx/vRjhR",
                  url = "http://urlib.net/ibi/6qtX3pFwXQZeBBx/vRjhR",
           targetfile = "6.pdf",
        urlaccessdate = "2024, May 02"
}


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