Abstract

Physically-based facial animation techniques are capable of producing realistic facial deformations, but have failed to find meaningful use outside the academic community because they possess the disadvantages of being much harder to create, and even harder to reuse in comparison to other methods of facial animation. As a first step toward a physically-based facial animation system that is truly reusable, this paper outlines a landmark-based process for fitting a generic skull to any given face model, using thin-plate splines and extended kriging predictor deformers, and an interactive scaling technique for incorporating experimentally obtained soft-tissue depth data into the morphing process.

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