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Efficient and Physics-based Facial Blendshapes based on ODE sweeping Surface and Newton's second law

Online games require small data of 3D models for low storage costs, quick transmission over the Internet, and efficient geometric processing to achieve real-time performance, and new techniques of facial blendshapes to create natural facial animation. Current geometric modelling and animation techni...

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Main Authors: Fang, Junheng, Bian, Shaojun, Macey, Jon, Iglesias, Andres, Ugail, Hassan, Malyshev, Alexander, Chaudhry, Ehtzaz, You, Lihua, Zhang, Jian Jun
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creator Fang, Junheng
Bian, Shaojun
Macey, Jon
Iglesias, Andres
Ugail, Hassan
Malyshev, Alexander
Chaudhry, Ehtzaz
You, Lihua
Zhang, Jian Jun
description Online games require small data of 3D models for low storage costs, quick transmission over the Internet, and efficient geometric processing to achieve real-time performance, and new techniques of facial blendshapes to create natural facial animation. Current geometric modelling and animation techniques involve big data of geometric models and widely applied facial animation using linear interpolation cannot generate natural facial animation and create special facial animation effects. In this paper, we propose a new approach to integrate the strengths of ODE (ordinary differential equation) sweeping surfaces and Newton's second law-based facial blendshapes to create 3D models and their animation with small data, high efficiency, and ability to create special facial effects.
doi_str_mv 10.1109/IV53921.2021.00056
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source IEEE Xplore All Conference Series
subjects Data models
Interpolation
Maintenance engineering
Newton's second law-based facial blendshapes
ODE sweeping surface-represented 3D models
Ordinary differential equations
Shape
Solid modeling
Three-dimensional displays
wireframe extraction
title Efficient and Physics-based Facial Blendshapes based on ODE sweeping Surface and Newton's second law
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