Facial animation reflecting personal characteristics by automatic head modeling and facial muscle adjustment

Akinobu Maejima*, Hiroyuki Kubo, Shigeo Morishima

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

We propose a new automatic character modeling system which can generate an individualized head model only from a facial range scan data and an individualized facial animation with expression change. The head modeling system consists of two core modules: the head modeling module which can generate a head model from a personal facial range scan data using automatic mesh completion, and the key shape generation module which can generate key shapes for the generated head model based on physics-based facial muscle simulation with a personal muscle layout estimated from subject's facial expression videos. As a result, we can generate a head model which can synthesize facial expressions and impression similar to the target person. The experimental result shows that we archive to synthesize CG characters that subjects can identify themselves with 84%. Therefore, we conclude that our head modeling system is effective to games and entertainment systems like the Future Cast.

Original languageEnglish
Title of host publicationISCIT 2010 - 2010 10th International Symposium on Communications and Information Technologies
Pages7-12
Number of pages6
DOIs
Publication statusPublished - 2010 Dec 1
Event2010 10th International Symposium on Communications and Information Technologies, ISCIT 2010 - Tokyo, Japan
Duration: 2010 Oct 262010 Oct 29

Publication series

NameISCIT 2010 - 2010 10th International Symposium on Communications and Information Technologies

Conference

Conference2010 10th International Symposium on Communications and Information Technologies, ISCIT 2010
Country/TerritoryJapan
CityTokyo
Period10/10/2610/10/29

ASJC Scopus subject areas

  • Computer Networks and Communications
  • Information Systems

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