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dc.contributor.authorUhlmann, Tomen_US
dc.contributor.authorBrunnett, Guidoen_US
dc.contributor.editorFusiello, Andrea and Bimber, Oliveren_US
dc.date.accessioned2019-05-05T17:48:03Z
dc.date.available2019-05-05T17:48:03Z
dc.date.issued2019
dc.identifier.issn1017-4656
dc.identifier.urihttps://doi.org/10.2312/egp.20191049
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egp20191049
dc.description.abstractLifelike animated characters are hard to create and involve extensive manual effort during generation of the geometry, adding a rig to the model, and creating the actual movements of limbs and tissue. Blendshapes is the leading technique regarding facial animations. This very simple mathematical model can be computed efficiently, thus it is suited for real time visualization. On the other hand it is hard to control, requires a skilled animator, and is still very error prone. Point-based simulation techniques became increasingly popular in recent years for animation of elastic surfaces, but have barely been used for facial animation. We argue, that this kind of technique is much more suited for simulation and animation of the non-rigid deformations of facial tissue. We build our proposal on a meshless finite elements technique, which has already been used successfully for the elastic simulation of surface models in real time and describe extensions to the approach so it can be applied for facial animation.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleTowards Point-based Facial Movement Simulationen_US
dc.description.seriesinformationEurographics 2019 - Posters
dc.description.sectionheadersPosters
dc.identifier.doi10.2312/egp.20191049
dc.identifier.pages21-22


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