Enriching Facial Blendshape Rigs with Physical Simulation.
Comput. Graph. Forum(2017)
摘要
Oftentimes facial animation is created separately from overall body motion. Since convincing facial animation is challenging enough in itself, artists tend to create and edit the face motion in isolation. Or if the face animation is derived from motion capture, this is typically performed in a mo-cap booth while sitting relatively still. In either case, recombining the isolated face animation with body and head motion is non-trivial and often results in an uncanny result if the body dynamics are not properly reflected on the face e.g. the bouncing of facial tissue when running.
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关键词
Categories and Subject Descriptors according to ACM CCS,I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling--Physically Based Modeling
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