Název: Real-time Simulation of Wrinkles
Autoři: Reis, Clausius Duque G.
De Martino, José Mario
Batagelo, Harlen Costa
Citace zdrojového dokumentu: WSCG '2008: Communication Papers: The 16-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS: University of West Bohemia, Plzen, Czech Republic, February 4 - 7, 2008, p. 109-116.
Datum vydání: 2008
Nakladatel: Václav Skala - UNION Agency
Typ dokumentu: konferenční příspěvek
conferenceObject
URI: http://wscg.zcu.cz/wscg2008/Papers_2008/short/!_WSCG2008_Short_final.zip
http://hdl.handle.net/11025/11110
ISBN: 978-80-86943-16-9
Klíčová slova: real-time simulace;vrásky;animace obličeje;3D animace
Klíčová slova v dalším jazyce: real-time simulation;wrinkles;facial animation;3D animation
Abstrakt: Skin wrinkles add realism and expressiveness to 3D facial animation. Modeling and animation of facial wrinkles have been challenging tasks due to the variety of conformations and details subtleness that wrinkles can exhibit. In this paper, we describe a method for real-time simulation of wrinkles taking advantage of the processing power of current GPUs. Our approach is based on a GPU shader program that uses a simple normal mapping approach to apply wrinkles according to influence areas on the face. For efficiency, all the data required for the simulation is comprised in 3D textures. We developed a reusable and extensible XNA component that implements the shader and tools for generating the necessary 3D textures. Currently, this component uses precomputed facial expressions, which are linear interpolated on the CPU. Nevertheless, it can be easily extended to other deformation approaches, such as key-frames or virtual muscles, without increasing the amount of texture data. We present a description of the developed component, applications and screenshots to illustrate the results.
Práva: © Václav Skala - UNION Agency
Vyskytuje se v kolekcích:WSCG '2008: Communication Papers

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