Direct Manipulation Blendshapes
Autor: | Ken-ichi Anjyo, John P. Lewis |
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Rok vydání: | 2010 |
Předmět: |
Computer science
Kinematics Models Biological Computer Science::Robotics Computer graphics Computer Graphics Image Processing Computer-Assisted Humans Computer Simulation Computer vision Computer facial animation Computer animation ComputingMethodologies_COMPUTERGRAPHICS Principal Component Analysis Inverse kinematics business.industry Degrees of freedom Animation Inverse problem Computer Graphics and Computer-Aided Design Biomechanical Phenomena Facial Expression Face Artificial intelligence business Software |
Zdroj: | IEEE Computer Graphics and Applications. 30:42-50 |
ISSN: | 0272-1716 |
DOI: | 10.1109/mcg.2010.41 |
Popis: | This paper introduces a simple direct manipulation algorithm for the popular blendshape facial animation approach. As is the case for body animation, direct manipulation of blendshape models is an inverse problem: when a single vertex is moved, the system must infer the movement of other points. The key to solving the inverse problem is the observation that the blendshape sliders are a semantic parameterization -- the corresponding blendshape targets have clear, interpretable functions. Distance in "slider space'' is easily computed and provides the necessary regularization for the inverse problem: The change in semantic position is minimized subject to interpolating the artist's direct manipulations. We give empirical and mathematical demonstrations that a single direct manipulation edit is often the equivalent of multiple slider edits, but the converse is also true, confirming the principle that both editing modes should be supported. |
Databáze: | OpenAIRE |
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