This paper describes a prototype system for surgical planning and prediction of human facial shape after craniofacial and maxillofacial surgery for patients with facial deformitie...
Rolf M. Koch, Markus H. Gross, Friedrich R. Carls,...
Objects and scenes in virtual worlds such as 3-d computer games are typically represented by polygonal surface meshes. On the other hand, physically-based simulations of deformati...
If a moving image is more expressive than words or than a still image, then an animated facial expression can explain more in depth the feelings of a virtual character. Facial ani...
bstract or nonliving entities act or are described as living. And living things gain extra benefits such as animals talking. For this reason, the standard scripts are modified to a...
Skinning geometry effectively continues to be one of the more challenging and time consuming aspects of character setup. While anatomic and physically based approaches to skinning...