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Realistic Modeling for Facial Animation
Yuencheng Lee1 1 2
, Demetri Terzopoulos , and Keith Waters
University of Toronto 1 and Digital Equipment Corporation2
Abstract as many nodes as possible. Care must be taken not to oversample the
surface because there is a trade-off between the number of nodes
A major unsolved problem in computer graphics is the constru c- and the computational cost of the model. Consequently, meshes
tion and animation of realistic human facial models. Traditionally, developed to date capture the salient features of the face with as few
facial models have been built painstakingly by manual digitization nodes as possible (see [17, 14, 21, 9, 23] for several different mesh
and animated by ad hoc parametrically controlled facial mesh defor- designs).
mations or kinematic approximation of muscle actions. Fortunately, In procedure (2), a general 3D digitization technique uses pho-
animators are now able to digitize facial geometries through the use togrammetry of several images of the face taken from different
of scanning range sensors and animate them through the dynamic angles. A common technique is to place markers on the face that
simulation of facial tissues and muscles. However, these techniques can be seen from two or more cameras. An alternative technique is
require considerableuser input to construct facial models of individ- to manually digitize a plaster cast of the
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