检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
机构地区:[1]河海大学计算机与信息工程学院,南京211100
出 处:《信息技术》2014年第6期154-157,共4页Information Technology
摘 要:当前,动画及其实现技术受到业界广泛关注,而人脸动画如喜、怒、哀、乐的表达其真实感还不够好。以Waters肌肉模型为基础,提出NURBS弹性肌肉模型,该方法依据解剖学知识,用非均匀有理B样条曲线仿真肌肉。通过改变曲线控制点的权重,可以找到一个动作向量控制肌肉的运动,进而合成人脸的各种表情。控制点数量越多,肌肉就越好控制,那么就可以更加真实地仿真人脸表情。At present, facial animation and its implementation attract widely attention. However, its expressions such as happy, anger are not good enough. This paper presents a novel method, in which the muscles are constructed by the non-uniform rational B-spline curves (NURBS), which are based on Waters muscle model and anatomical knowledge. By changing the weights of NURBS curves, it can form a motion vector to control facial muscle movements. With different number of control points, muscles are more controllable so that more detailed facial expressions can be simulated.
关 键 词:非均匀有理样B条曲线 线性肌 括约肌 人脸动画
分 类 号:TP391.41[自动化与计算机技术—计算机应用技术]
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:216.73.216.3