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Modeling of deformation using NURBS curves as controller
Affiliation:1. School of Electrical and Information Engineering, University of Sydney, Sydney, NSW 2006, Australia;2. Department of Computer Engineering and Information Technology, City University of Hong Kong, Kowloon, Hong Kong;1. Laboratorio de Enología, Dpto. Tecnología de Alimentos, ETSI Agrónomos, Universidad Politécnica de Madrid, Spain;2. Departamento de Productos Forestales, Instituto de Investigación y Tecnología Agraria y Alimentaria, CSIC, Spain;1. Laboratory for Conveying and Handling of Particulate Solids (CHoPS-Lab), Department of Mechanical Engineering, Ben-Gurion University of the Negev, Beer-Sheva, Israel;2. Aaron Fish Chair in Mechanical Engineering-Fracture Mechanics, Israel;3. Particle Scientist, GranuTools, Rue Jean-Lambert Defrene 107, 4340 Awans, Belgium;1. National key laboratory of science and technology on aerodynamic design and research, 710072 Xi''an, People''s Republic of China;2. School of Aeronautics, Northwestern Polytechnical University, 710072 Xi''an, People''s Republic of China;1. School of Mathematical Sciences, Dalian University of Technology, Dalian 116024, China;2. Key Laboratory for Computational Mathematics and Data Intelligence of Liaoning Province, Dalian 116024, China;3. Department of Mathematics, Nanjing University of Aeronautics and Astronautics, Nanjing 210016, China;4. Key Laboratory of Mathematical Modelling and High Performance Computing of Air Vehicles (NUAA), MIIT, Nanjing 211106, China;1. School of Engineering and Materials Science, Queen Mary, University of London, Mile End Road, London E1 4NS, United Kingdom;2. Rolls-Royce plc, Derby DE24 8BJ, United Kingdom;3. Rolls-Royce Deutschland Ltd & Co KG, D-15827 Blankenfelde-Mahlow, Germany
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.
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