Skip to main navigation Skip to search Skip to main content

Modeling of deformation using NURBS curves as controller

    Research output: Journal Publications and ReviewsRGC 21 - Publication in refereed journalpeer-review

    Abstract

    This paper presents a new method in computer facial animation that models facial deformation by modifying the NURBS curve. In this work, displacement vectors of curve points are decomposed into physically meaningful components. Three independent vectors are determined for each curve sample point and the directions of the vectors possess anatomic meaning. The movement of the curve point is then resolved into components along the three vectors. These components can be processed individually to simulate a real face, and then summed again into a vector. The resultant vector can thus affect the polygonal vertices of a face model that are associated with the curve point. This method represents an extension of our previous work in computer facial animation. Experiments suggest this technique can be used to facilitate subtle modeling and animation of facial deformation. © 2003 Elsevier Science B.V. All rights reserved.
    Original languageEnglish
    Pages (from-to)419-425
    JournalSignal Processing: Image Communication
    Volume18
    Issue number6
    DOIs
    Publication statusPublished - Jul 2003

    Research Keywords

    • Computer animation
    • Geometric modeling
    • Real time animation
    • Splines
    • Virtual face

    Fingerprint

    Dive into the research topics of 'Modeling of deformation using NURBS curves as controller'. Together they form a unique fingerprint.

    Cite this