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Example‐Based Rendering of Eye Movements
Author(s) -
Banf Michael,
Blanz Volker
Publication year - 2009
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/j.1467-8659.2009.01406.x
Subject(s) - morphing , computer science , computer vision , rendering (computer graphics) , artificial intelligence , animation , computer graphics (images) , computer facial animation , classification of discontinuities , computer animation , face (sociological concept) , texture mapping , facial motion capture , polygon mesh , facial recognition system , face detection , feature extraction , mathematics , mathematical analysis , social science , sociology
This paper describes a model for example‐based, photo‐realistic rendering of eye movements in 3D facial animation. Based on 3D scans of a face with different gaze directions, the model captures the motion of the eyeball along with the deformation of the eyelids and the surrounding skin. These deformations are represented in a 3D morphable model. Unlike the standard procedure in facial animation, the eyeball is not modeled as a rotating 3D sphere located behind the skin surface. Instead, the visible region of the eyeball is part of a continuous face mesh, and displacements of the iris as well as occlusions by the lids are modeled in a texture mapping approach. The algorithm avoids artifacts that are widely encountered in 3D facial animation, and it presents a new concept of handling occlusions and discontinuities in morphing algorithms.

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