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In recent years the expected standard for facial animation and character performance in AAA video games has dramatically increased. The use of photogrammetric capture techniques for actor-likeness acquisition, coupled with video-based facial capture and solving methods, has improved quality across the industry. However, due to variability across pr...
We present a framework for automatically generating personalized blendshapes from actor performance measurements, while preserving the semantics of a template facial animation rig. Firstly, we capture various poses from the subject with our photogrammetry apparatus. The 3D reconstruction from each pose is then corresponded by an image-based trackin...
Overview In 2008, the "Digital Emily" project [Alexander et al. 2009] showed how a set of high-resolution facial expressions scanned in a light stage could be rigged into a real-time photoreal digital character and driven with video-based facial animation techniques. However, Digital Emily was rendered offline, involved just the front of the face,...