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Computer facial animation

About: Computer facial animation is a research topic. Over the lifetime, 3936 publications have been published within this topic receiving 94616 citations.


Papers
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Proceedings ArticleDOI
01 Jul 1999
TL;DR: A new technique for modeling textured 3D faces by transforming the shape and texture of the examples into a vector space representation, which regulates the naturalness of modeled faces avoiding faces with an “unlikely” appearance.
Abstract: In this paper, a new technique for modeling textured 3D faces is introduced. 3D faces can either be generated automatically from one or more photographs, or modeled directly through an intuitive user interface. Users are assisted in two key problems of computer aided face modeling. First, new face images or new 3D face models can be registered automatically by computing dense one-to-one correspondence to an internal face model. Second, the approach regulates the naturalness of modeled faces avoiding faces with an “unlikely” appearance. Starting from an example set of 3D face models, we derive a morphable face model by transforming the shape and texture of the examples into a vector space representation. New faces and expressions can be modeled by forming linear combinations of the prototypes. Shape and texture constraints derived from the statistics of our example faces are used to guide manual modeling or automated matching algorithms. We show 3D face reconstructions from single images and their applications for photo-realistic image manipulations. We also demonstrate face manipulations according to complex parameters such as gender, fullness of a face or its distinctiveness.

4,514 citations

Journal ArticleDOI
01 Sep 2001
TL;DR: This paper features a survey of about 250 IEC research papers and discusses the IEC from the point of the future research direction of computational intelligence.
Abstract: We survey the research on interactive evolutionary computation (IEC). The IEC is an EC that optimizes systems based on subjective human evaluation. The definition and features of the IEC are first described and then followed by an overview of the IEC research. The overview primarily consists of application research and interface research. In this survey the IEC application fields include graphic arts and animation, 3D computer graphics lighting, music, editorial design, industrial design, facial image generation, speed processing and synthesis, hearing aid fitting, virtual reality, media database retrieval, data mining, image processing, control and robotics, food industry, geophysics, education, entertainment, social system, and so on. The interface research to reduce human fatigue is also included. Finally, we discuss the IEC from the point of the future research direction of computational intelligence. This paper features a survey of about 250 IEC research papers.

1,416 citations

Proceedings ArticleDOI
10 Apr 2006
TL;DR: The MORPH dataset as discussed by the authors is a longitudinal face database developed for researchers investigating all facets of adult age-progression, e.g. face modeling, photo-realistic animation, face recognition, etc.
Abstract: This paper details MORPH a longitudinal face database developed for researchers investigating all facets of adult age-progression, e.g. face modeling, photo-realistic animation, face recognition, etc. This database contributes to several active research areas, most notably face recognition, by providing: the largest set of publicly available longitudinal images; longitudinal spans from a few months to over twenty years; and, the inclusion of key physical parameters that affect aging appearance. The direct contribution of this data corpus for face recognition is highlighted in the evaluation of a standard face recognition algorithm, which illustrates the impact that age-progression, has on recognition rates. Assessment of the efficacy of this algorithm is evaluated against the variables of gender and racial origin. This work further concludes that the problem of age-progression on face recognition (FR) is not unique to the algorithm used in this work.

1,051 citations

Proceedings ArticleDOI
Lijun Yin1, Xiaozhou Wei1, Yi Sun1, Jun Wang1, Matthew J. Rosato1 
10 Apr 2006
TL;DR: In this article, a 3D facial expression database is presented, which includes 2D facial textures from 100 subjects and 3D models from 2,500 models from 100 individuals. But the database is limited to 3D range data and cannot handle large pose variations.
Abstract: Traditionally, human facial expressions have been studied using either 2D static images or 2D video sequences. The 2D-based analysis is incapable of handing large pose variations. Although 3D modeling techniques have been extensively used for 3D face recognition and 3D face animation, barely any research on 3D facial expression recognition using 3D range data has been reported. A primary factor for preventing such research is the lack of a publicly available 3D facial expression database. In this paper, we present a newly developed 3D facial expression database, which includes both prototypical 3D facial expression shapes and 2D facial textures of 2,500 models from 100 subjects. This is the first attempt at making a 3D facial expression database available for the research community, with the ultimate goal of fostering the research on affective computing and increasing the general understanding of facial behavior and the fine 3D structure inherent in human facial expressions. The new database can be a valuable resource for algorithm assessment, comparison and evaluation.

960 citations

Journal ArticleDOI
TL;DR: There is a much richer matching collection of expressions, enabling depiction of most human facial actions, in FaceWarehouse, a database of 3D facial expressions for visual computing applications.
Abstract: We present FaceWarehouse, a database of 3D facial expressions for visual computing applications. We use Kinect, an off-the-shelf RGBD camera, to capture 150 individuals aged 7-80 from various ethnic backgrounds. For each person, we captured the RGBD data of her different expressions, including the neutral expression and 19 other expressions such as mouth-opening, smile, kiss, etc. For every RGBD raw data record, a set of facial feature points on the color image such as eye corners, mouth contour, and the nose tip are automatically localized, and manually adjusted if better accuracy is required. We then deform a template facial mesh to fit the depth data as closely as possible while matching the feature points on the color image to their corresponding points on the mesh. Starting from these fitted face meshes, we construct a set of individual-specific expression blendshapes for each person. These meshes with consistent topology are assembled as a rank-3 tensor to build a bilinear face model with two attributes: identity and expression. Compared with previous 3D facial databases, for every person in our database, there is a much richer matching collection of expressions, enabling depiction of most human facial actions. We demonstrate the potential of FaceWarehouse for visual computing with four applications: facial image manipulation, face component transfer, real-time performance-based facial image animation, and facial animation retargeting from video to image.

952 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
202349
202287
202133
202068
201963
201858