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dc.contributor.authorRoh, Ji Hyunen_US
dc.contributor.authorKim, Seong Uken_US
dc.contributor.authorJang, Hanyoungen_US
dc.contributor.authorSeol, Yeonghoen_US
dc.contributor.authorKim, Jongminen_US
dc.contributor.editorPelechano, Nuriaen_US
dc.contributor.editorVanderhaeghe, Daviden_US
dc.description.abstractThe ability to manipulate facial animations interactively is vital for enhancing the productivity and quality of character animation. In this paper, we present a novel interactive facial animation editing system that can express the naturalness of non-linear facial movements in real-time. The proposed system is based on a fully automatic algorithm that maintains all positional constraints while deforming the facial mesh as realistic as possible. Our method is based on direct manipulation with non-linear blendshape interpolation. We formulate the facial animation editing as a two-step quadratic minimization and solve it efficiently. From our results, the proposed method produces the desired and realistic facial animation better compared to existing mesh deformation methods, which are mainly based on linear combination and optimization.en_US
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.subjectCCS Concepts: Computing methodologies --> Facial Animation;Performance Capture;Blendshape;Mesh Deformation
dc.subjectComputing methodologies
dc.subjectFacial Animation
dc.subjectPerformance Capture
dc.subjectMesh Deformation
dc.titleInteractive Facial Expression Editing with Non-linear Blendshape Interpolationen_US
dc.description.seriesinformationEurographics 2022 - Short Papers
dc.description.sectionheadersAnimation and Simulation
dc.identifier.pages4 pages

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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License