Abstract
This paper presents a muscle-driven wrinkle model for simulating dynamic wrinkles that appear during facial expressions, which is geometric in nature. Wrinkles are generated on an anatomy-based face model that incorporates a structure of skin, muscles and skull for physically-based animation. Corresponding to two types of facial muscles, a geometric model is developed to govern how the wrinkle amplitude evolves locally upon skin deformation, taking into account the properties of real wrinkles. During facial animation, wrinkles are generated in the local regions influenced by muscle contraction, simulating resistance to compression of tissues. Using our method, realistic wrinkles can be dynamically rendered on the adaptively refined face mesh at interactive rates.
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© 2005 Springer-Verlag Berlin Heidelberg
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Zhang, Y., Sim, T., Tan, C.L. (2005). Simulating Wrinkles in Facial Expressions on an Anatomy-Based Face. In: Sunderam, V.S., van Albada, G.D., Sloot, P.M.A., Dongarra, J.J. (eds) Computational Science – ICCS 2005. ICCS 2005. Lecture Notes in Computer Science, vol 3515. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11428848_26
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DOI: https://doi.org/10.1007/11428848_26
Publisher Name: Springer, Berlin, Heidelberg
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