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dc.contributor.authorCong, Matthewen_US
dc.contributor.authorBhat, Kiran S.en_US
dc.contributor.authorFedkiw, Ronald P.en_US
dc.contributor.editorLadislav Kavan and Chris Wojtanen_US
dc.date.accessioned2016-07-10T12:52:04Z
dc.date.available2016-07-10T12:52:04Z
dc.date.issued2016
dc.identifier.isbn978-3-03868-009-3
dc.identifier.issn1727-5288
dc.identifier.urihttp://dx.doi.org/10.2312/sca.20161229
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/sca20161229
dc.description.abstractWe propose a new framework for the simulation of facial muscle and flesh that so significantly improves the technique that it allows for immediate mainstream use of anatomically and biomechanically accurate muscle models as a bread and butter technique in a high-end production quality pipeline. The key idea is to create a blendshape system for the muscles that gives the precise directability and controllability required in a high-end production environment. The blendshape muscles are used to drive the underlying anatomically and biomechanically motivated simulation in a way that is unbound by the typical restrictions of a simulation system while still retaining the desirable degree of freedom richness that leads to high quality results. We show that we are able to target production quality facial shapes, whether from scans or an animation system, and illustrate that the resulting nonlinear simulation in-betweens are of higher quality than those obtained from traditional linear blendshapes. We also demonstrate the ability to selectively improve areas on a given blendshape using the results of a simulation, as well as the ability to edit muscle shapes and paths in order to produce directability for animator control. Then, we show how these techniques can be used to transition from one blendshape to another or even track and selectively modify an entire performance. The efficacy of our system is further demonstrated by using it to retarget animation onto new creature models given only a single static rest pose as input.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.3 [Computer Graphics]
dc.subjectThree Dimensional Graphics and Realism
dc.subjectAnimation
dc.titleArt-Directed Muscle Simulation for High-End Facial Animationen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animation
dc.description.sectionheadersCharacters and Faces
dc.identifier.doi10.2312/sca.20161229
dc.identifier.pages119-127


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