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dc.contributor.authorLewis, J. P.en_US
dc.contributor.authorAnjyo, Kenen_US
dc.contributor.authorRhee, Taehyunen_US
dc.contributor.authorZhang, Mengjieen_US
dc.contributor.authorPighin, Freden_US
dc.contributor.authorDeng, Zhigangen_US
dc.contributor.editorSylvain Lefebvre and Michela Spagnuoloen_US
dc.date.accessioned2014-12-16T07:12:53Z
dc.date.available2014-12-16T07:12:53Z
dc.date.issued2014en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egst.20141042en_US
dc.description.abstract''Blendshapes'', a simple linear model of facial expression, is the prevalent approach to realistic facial animation. It has driven animated characters in Hollywood films, and is a standard feature of commercial animation packages. The blendshape approach originated in industry, and became a subject of academic research relatively recently. This report describes the published state of the art in this area, covering both literature from the graphics research community, and developments published in industry forums. We show that, despite the simplicity of the blendshape approach, there remain open problems associated with this fundamental technique.en_US
dc.publisherThe Eurographics Associationen_US
dc.titlePractice and Theory of Blendshape Facial Modelsen_US
dc.description.seriesinformationEurographics 2014 - State of the Art Reportsen_US


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