Daniel Wood’s research while affiliated with University of Washington and other places

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Publications (1)


Figure 1: The six camera views of our actress’ face. 
Figure 3: An image of the actress’s face. A typical training set for the yellow dots, selected from the image on the left. 
Figure 4: Finding the 2D dots in the images.
Figure 5: Dot variation. Left: Two dots seen from three different cameras (the purple dot is occluded in one camera's view). Right: A single dot seen from a single camera but in two different frames.
Figure 6: Matching dots. Missing 3D dot

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Making Faces.
  • Conference Paper
  • Full-text available

January 1998

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3,063 Reads

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360 Citations

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Daniel Wood

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Frederic H. Pighin

We have created a system for capturing both the three-dimensional geometry and color and shading information for human facial ex- pressions. We use this data to reconstruct photorealistic, 3D ani- mations of the captured expressions. The system uses a large set of sampling points on the face to accurately track the three dimen- sional deformations of the face. Simultaneously with the tracking of the geometric data, we capture multiple high resolution, regis- tered video images of the face. These images are used to create a texture map sequence for a three dimensional polygonal face model which can then be rendered on standard D graphics hardware. The resulting facial animation is surprisingly life-like and looks very much like the original live performance. Separating the capture of the geometry from the texture images eliminates much of the vari- ance in the image data due to motion, which increases compression ratios. Although the primary emphasis of our work is not compres- sion we have investigated the use of a novel method to compress the geometric data based on principal components analysis. The texture sequence is compressed using an MPEG4 video codec. An- imations reconstructed from 512x512 pixel textures look good at data rates as low as 240 Kbits per second.

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Citations (1)


... The markers are being used on the face while the camera video is for face scanning and marker tracking. Guenter et al., (1998) show that data derivation from video stream can also be done using the technique. Then Kouaudio et al. (1998) build a real-time facial animation from pre-modeled facial expression for animating the synthetic character. ...

Reference:

Review on 3D Facial Animation Techniques
Making Faces.