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image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao ACM SIGGRAPH Compute...arrow_drop_down
image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
https://doi.org/10.1145/118565...
Article . 2006 . Peer-reviewed
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Performance-driven facial animation

Authors: Lance Williams;

Performance-driven facial animation

Abstract

As computer graphics technique rises to the challenge of rendering lifelike performers, more lifelike performance is required. The techniques used to animate robots, arthropods, and suits of armor, have been extended to flexible surfaces of fur and flesh. Physical models of muscle and skin have been devised. But more complex databases and sophisticated physical modeling do not directly address the performance problem. The gestures and expressions of a human actor are not the solution to a dynamic system. This paper describes a means of acquiring the expressions of real faces, and applying them to computer-generated faces. Such an "electronic mask" offers a means for the traditional talents of actors to be flexibly incorporated in digital animations. Efforts in a similar spirit have resulted in servo-controlled "animatrons," high-technology puppets, and CG puppetry [1]. The manner in which the skills of actors and puppetteers as well as animators are accommodated in such systems may point the way for a more general incorporation of human nuance into our emerging computer media.The ensuing description is divided into two major subjects: the construction of a highly-resoved human head model with photographic texture mapping, and the concept demonstration of a system to animate this model by tracking and applying the expressions of a human performer.

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    309
    popularity
    This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
    Top 1%
    influence
    This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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    Top 10%
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citations
The total number of citations received by all articles of the researcher of interest.
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
309
Top 1%
Top 0.1%
Top 10%
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