Ebook Geometry-based Muscle Modeling for Facial Animation

Submitted by antoq on Thu, 12/18/2008 - 08:08

Screen shot Geometry-based Muscle Modeling for Facial Animation

Recently, the development of more and more accurate simulation of human characters based on their anatomy has led to anatomically based modeling as the bottom up approach for building characters from bones, muscles,and skin.

For human faces, however, this approach is unsuitable if the target geometry is already given. Since the muscles of the face lie closely underneath the skin and have a great influence on the shape and appearance of the surface, it is difficult to model the skin from skull and muscles in such a way that the result bears close resemblance with the target face. On the other hand, surface geometry can easily be acquired using for instance a range scanner. Thus, our approach is to adapt the muscle geometry to the prescribed facial geometry.

To facilitate this task, we have developed an interactive muscle editor, which is depicted in Figure 14. The user can roughly sketch a layout of facial muscles, which are then automatically fitted to the given face mesh.

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Ebook Geometry-based Muscle Modeling for Facial Animation


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