Now showing items 1-13 of 13

    • Action Unit Driven Facial Expression Synthesis from a Single Image with Patch Attentive GAN 

      Zhao, Yong; Yang, Le; Pei, Ercheng; Oveneke, Meshia Cédric; Alioscha‐Perez, Mitchel; Li, Longfei; Jiang, Dongmei; Sahli, Hichem (© 2021 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2021)
      Recent advances in generative adversarial networks (GANs) have shown tremendous success for facial expression generation tasks. However, generating vivid and expressive facial expressions at Action Units (AUs) level is ...
    • Building a Large Database of Facial Movements for Deformation Model‐Based 3D Face Tracking 

      Sibbing, Dominik; Kobbelt, Leif (© 2017 The Eurographics Association and John Wiley & Sons Ltd., 2017)
      We introduce a new markerless 3D face tracking approach for 2D videos captured by a single consumer grade camera. Our approach takes detected 2D facial features as input and matches them with projections of 3D features of ...
    • Data‐Driven Facial Simulation 

      Romeo, M.; Schvartzman, S. C. (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020)
      In Visual Effects, the creation of realistic facial performances is still a challenge that the industry is trying to overcome. Blendshape deformation is used to reproduce the action of different groups of muscles, which ...
    • Easy Generation of Facial Animation Using Motion Graphs 

      Serra, J.; Cetinaslan, O.; Ravikumar, S.; Orvalho, V.; Cosker, D. (© 2018 The Eurographics Association and John Wiley & Sons Ltd., 2018)
      Facial animation is a time‐consuming and cumbersome task that requires years of experience and/or a complex and expensive set‐up. This becomes an issue, especially when animating the multitude of secondary characters ...
    • Fully Automatic Generation of Anatomical Face Simulation Models 

      Cong, Matthew; Bao, Michael; E, Jane L.; Bhat, Kiran S.; Fedkiw, Ronald (ACM Siggraph, 2015)
      We present a fast, fully automatic morphing algorithm for creating simulatable flesh and muscle models for human and humanoid faces. Current techniques for creating such models require a significant amount of time and ...
    • High Fidelity Facial Animation Capture and Retargeting With Contours 

      Bhat, Kiran S.; Goldenthal, Rony; Ye, Yuting; Mallet, Ronald; Koperwas, Michael (ACM SIGGRAPH / Eurographics Association, 2013)
      Human beings are naturally sensitive to subtle cues in facial expressions, especially in areas of the eyes and mouth. Current facial motion capture methods fail to accurately reproduce motions in those areas due to multiple ...
    • Physics-based Reconstruction and Animation of Humans 

      Ichim, Alexandru Eugen (Ecole Polytechnique Federale de Lausanne, 2017-09-22)
      Creating digital representations of humans is of utmost importance for applications ranging from entertainment (video games, movies) to human-computer interaction and even psychiatrical treat- ments. What makes building ...
    • RAS: A Data‐Driven Rigidity‐Aware Skinning Model For 3D Facial Animation 

      Liu, S‐L.; Liu, Y.; Dong, L‐F.; Tong, X. (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020)
      We present a novel data‐driven skinning model—rigidity‐aware skinning (RAS) model, for simulating both active and passive 3D facial animation of different identities in real time. Our model builds upon a linear blend ...
    • Realtime Face Tracking and Animation 

      Bouaziz, Sofien (2015)
      Capturing and processing human geometry, appearance, and motion is at the core of computer graphics, computer vision, and human-computer interaction. The high complexity of human geometry and motion dynamics, and the high ...
    • Realtime Performance‐Driven Physical Simulation for Facial Animation 

      Barrielle, V.; Stoiber, N. (© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019)
      We present the first realtime method for generating facial animations enhanced by physical simulation from realtime performance capture data. Unlike purely data‐based techniques, our method is able to produce physical ...
    • Real‐Time Facial Expression Transformation for Monocular RGB Video 

      Ma, L.; Deng, Z. (© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019)
      This paper describes a novel real‐time end‐to‐end system for facial expression transformation, without the need of any driving source. Its core idea is to directly generate desired and photo‐realistic facial expressions ...
    • A Review of Eye Gaze in Virtual Agents, Social Robotics and HCI: Behaviour Generation, User Interaction and Perception 

      Ruhland, K.; Peters, C. E.; Andrist, S.; Badler, J. B.; Badler, N. I.; Gleicher, M.; Mutlu, B.; McDonnell, R. (Copyright © 2015 The Eurographics Association and John Wiley & Sons Ltd., 2015)
      A person's emotions and state of mind are apparent in their face and eyes. As a Latin proverb states: ‘The face is the portrait of the mind; the eyes, its informers’. This presents a significant challenge for Computer ...
    • User‐Guided Facial Animation through an Evolutionary Interface 

      Reed, K.; Cosker, D. (© 2019 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2019)
      We propose a design framework to assist with user‐generated content in facial animation — without requiring any animation experience or ground truth reference. Where conventional prototyping methods rely on handcrafting ...