Elastic Bone Transformation for Realistic Facial Animation in WebGL
Abstract
This chapter describes the mathematical model that will be used to animate a virtual face in a project called SPEEP, a project that makes use of this virtual face to teach the pronunciation of foreign languages to students. The mathematical model is based on the well-known Skeleton Subspace Deformation, but an elastic layer is inserted in the generation of bone’s transformations. Besides, the whole process that will be followed in the project is described, from the definition of the skeleton structure and the training of the parameters of the model to its application in a WebGL environment.
BIB_text
author = {Andoni Mujika, Nagore Barrena, Sara García, David Oyarzun},
title = {Elastic Bone Transformation for Realistic Facial Animation in WebGL},
pages = {107-116},
volume = {84},
keywds = {
facial animation, webGL, deformable objects
}
abstract = {
This chapter describes the mathematical model that will be used to animate a virtual face in a project called SPEEP, a project that makes use of this virtual face to teach the pronunciation of foreign languages to students. The mathematical model is based on the well-known Skeleton Subspace Deformation, but an elastic layer is inserted in the generation of bone’s transformations. Besides, the whole process that will be followed in the project is described, from the definition of the skeleton structure and the training of the parameters of the model to its application in a WebGL environment.
}
isbn = {978-1-4471-6460-9},
date = {2014-06-14},
year = {2014},
}