Enriching Facial Blendshape Rigs with Physical Simulation

Oftentimes facial animation is created separately from overall body motion. Since convincing facial animation is challenging enough in itself, artists tend to create and edit the face motion in isolation. Or if the face animation is derived from motion capture, this is typically performed in a mo‐ca...

Full description

Saved in:
Bibliographic Details
Published inComputer graphics forum Vol. 36; no. 2; pp. 75 - 84
Main Authors Kozlov, Yeara, Bradley, Derek, Bächer, Moritz, Thomaszewski, Bernhard, Beeler, Thabo, Gross, Markus
Format Journal Article
LanguageEnglish
Published Oxford Blackwell Publishing Ltd 01.05.2017
Subjects
Online AccessGet full text

Cover

Loading…
Abstract Oftentimes facial animation is created separately from overall body motion. Since convincing facial animation is challenging enough in itself, artists tend to create and edit the face motion in isolation. Or if the face animation is derived from motion capture, this is typically performed in a mo‐cap booth while sitting relatively still. In either case, recombining the isolated face animation with body and head motion is non‐trivial and often results in an uncanny result if the body dynamics are not properly reflected on the face (e.g. the bouncing of facial tissue when running). We tackle this problem by introducing a simple and intuitive system that allows to add physics to facial blendshape animation. Unlike previous methods that try to add physics to face rigs, our method preserves the original facial animation as closely as possible. To this end, we present a novel simulation framework that uses the original animation as per‐frame rest‐poses without adding spurious forces. As a result, in the absence of any external forces or rigid head motion, the facial performance will exactly match the artist‐created blendshape animation. In addition we propose the concept of blendmaterials to give artists an intuitive means to account for changing material properties due to muscle activation. This system allows to automatically combine facial animation and head motion such that they are consistent, while preserving the original animation as closely as possible. The system is easy to use and readily integrates with existing animation pipelines.
AbstractList Oftentimes facial animation is created separately from overall body motion. Since convincing facial animation is challenging enough in itself, artists tend to create and edit the face motion in isolation. Or if the face animation is derived from motion capture, this is typically performed in a mo‐cap booth while sitting relatively still. In either case, recombining the isolated face animation with body and head motion is non‐trivial and often results in an uncanny result if the body dynamics are not properly reflected on the face (e.g. the bouncing of facial tissue when running). We tackle this problem by introducing a simple and intuitive system that allows to add physics to facial blendshape animation. Unlike previous methods that try to add physics to face rigs, our method preserves the original facial animation as closely as possible. To this end, we present a novel simulation framework that uses the original animation as per‐frame rest‐poses without adding spurious forces. As a result, in the absence of any external forces or rigid head motion, the facial performance will exactly match the artist‐created blendshape animation. In addition we propose the concept of blendmaterials to give artists an intuitive means to account for changing material properties due to muscle activation. This system allows to automatically combine facial animation and head motion such that they are consistent, while preserving the original animation as closely as possible. The system is easy to use and readily integrates with existing animation pipelines.
Oftentimes facial animation is created separately from overall body motion. Since convincing facial animation is challenging enough in itself, artists tend to create and edit the face motion in isolation. Or if the face animation is derived from motion capture, this is typically performed in a mo-cap booth while sitting relatively still. In either case, recombining the isolated face animation with body and head motion is non-trivial and often results in an uncanny result if the body dynamics are not properly reflected on the face (e.g. the bouncing of facial tissue when running). We tackle this problem by introducing a simple and intuitive system that allows to add physics to facial blendshape animation. Unlike previous methods that try to add physics to face rigs, our method preserves the original facial animation as closely as possible. To this end, we present a novel simulation framework that uses the original animation as per-frame rest-poses without adding spurious forces. As a result, in the absence of any external forces or rigid head motion, the facial performance will exactly match the artist-created blendshape animation. In addition we propose the concept of blendmaterials to give artists an intuitive means to account for changing material properties due to muscle activation. This system allows to automatically combine facial animation and head motion such that they are consistent, while preserving the original animation as closely as possible. The system is easy to use and readily integrates with existing animation pipelines.
Author Beeler, Thabo
Bradley, Derek
Bächer, Moritz
Thomaszewski, Bernhard
Gross, Markus
Kozlov, Yeara
Author_xml – sequence: 1
  givenname: Yeara
  surname: Kozlov
  fullname: Kozlov, Yeara
  organization: Disney Research
– sequence: 2
  givenname: Derek
  surname: Bradley
  fullname: Bradley, Derek
  organization: Disney Research
– sequence: 3
  givenname: Moritz
  surname: Bächer
  fullname: Bächer, Moritz
  organization: Disney Research
– sequence: 4
  givenname: Bernhard
  surname: Thomaszewski
  fullname: Thomaszewski, Bernhard
  organization: Disney Research
– sequence: 5
  givenname: Thabo
  surname: Beeler
  fullname: Beeler, Thabo
  organization: Disney Research
– sequence: 6
  givenname: Markus
  surname: Gross
  fullname: Gross, Markus
  organization: Disney Research
BookMark eNp1kMtqwzAQRUVJoUnaRf_A0FUXTkaWZUnLNiRpIdDSx1rIshwrOHYqOYT8fZTHqrSzmYE5985wB6jXtI1B6B7DCIca62U5wgQDv0J9nGYs5hkVPdQHHGYGlN6ggfcrAEhZRvtITBtndWWbZTRT2qo6eq5NU_hKbUz0YZc-2tmuit6rvbc6bD_telurzrbNLbouVe3N3aUP0fds-jV5iRdv89fJ0yLWiWA8ZhlRCSGlyGiJRc5ywjIoSJIKwLwsNGc5JqngOE8N1gkHakCUVBhMdZoUQIbo4ey7ce3P1vhOrtqta8JJiYNHChnwIzU-U9q13jtTSm2705-dU7aWGOQxHxnykad8guLxl2Lj7Fq5_Z_sxX1na7P_H5ST-eysOADwjnPs
CitedBy_id crossref_primary_10_1016_j_cag_2024_103903
crossref_primary_10_1007_s00371_019_01677_8
crossref_primary_10_1111_cgf_13450
crossref_primary_10_1111_cgf_14089
crossref_primary_10_1002_cav_70001
crossref_primary_10_1111_cgf_13892
crossref_primary_10_1111_cgf_14127
crossref_primary_10_1111_cgf_13612
crossref_primary_10_1007_s11042_019_7671_8
crossref_primary_10_1111_cgf_13515
crossref_primary_10_3390_math10050821
crossref_primary_10_3390_axioms13030185
crossref_primary_10_3390_computers8010024
crossref_primary_10_1145_3072959_3073685
Cites_doi 10.1145/2786784.2786786
10.1145/1778765.1778778
10.1145/2638549
10.1111/cgf.12179
10.1145/2010324.1964967
10.1145/1073204.1073208
10.1145/2185520.2185565
10.1016/j.jbiomech.2007.05.011
10.1145/2010324.1964932
10.1007/978-3-642-10347-6_19
10.1145/2010324.1964970
10.1145/2601097.2601215
10.1145/2766993
10.1145/1276377.1276439
10.1145/1186822.1073219
10.1002/cav.1441
10.1145/2185520.2185568
10.1016/j.geoforum.2015.11.009
10.1109/TVCG.2015.2459687
10.1002/vis.4340010208
10.1016/S1524-0703(03)00045-6
10.1145/1073368.1073385
ContentType Journal Article
Copyright 2017 The Author(s) Computer Graphics Forum © 2017 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.
2017 The Eurographics Association and John Wiley & Sons Ltd.
Copyright_xml – notice: 2017 The Author(s) Computer Graphics Forum © 2017 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.
– notice: 2017 The Eurographics Association and John Wiley & Sons Ltd.
DBID AAYXX
CITATION
7SC
8FD
JQ2
L7M
L~C
L~D
DOI 10.1111/cgf.13108
DatabaseName CrossRef
Computer and Information Systems Abstracts
Technology Research Database
ProQuest Computer Science Collection
Advanced Technologies Database with Aerospace
Computer and Information Systems Abstracts – Academic
Computer and Information Systems Abstracts Professional
DatabaseTitle CrossRef
Computer and Information Systems Abstracts
Technology Research Database
Computer and Information Systems Abstracts – Academic
Advanced Technologies Database with Aerospace
ProQuest Computer Science Collection
Computer and Information Systems Abstracts Professional
DatabaseTitleList
Computer and Information Systems Abstracts
DeliveryMethod fulltext_linktorsrc
Discipline Engineering
Physics
EISSN 1467-8659
EndPage 84
ExternalDocumentID 10_1111_cgf_13108
CGF13108
Genre article
GroupedDBID .3N
.4S
.DC
.GA
.Y3
05W
0R~
10A
15B
1OB
1OC
29F
31~
33P
3SF
4.4
50Y
50Z
51W
51X
52M
52N
52O
52P
52S
52T
52U
52W
52X
5GY
5HH
5LA
5VS
66C
6J9
702
7PT
8-0
8-1
8-3
8-4
8-5
8UM
8VB
930
A03
AAESR
AAEVG
AAHHS
AAHQN
AAMNL
AANHP
AANLZ
AAONW
AASGY
AAXRX
AAYCA
AAZKR
ABCQN
ABCUV
ABDBF
ABDPE
ABEML
ABPVW
ACAHQ
ACBWZ
ACCFJ
ACCZN
ACFBH
ACGFS
ACPOU
ACRPL
ACSCC
ACUHS
ACXBN
ACXQS
ACYXJ
ADBBV
ADEOM
ADIZJ
ADKYN
ADMGS
ADNMO
ADOZA
ADXAS
ADZMN
ADZOD
AEEZP
AEGXH
AEIGN
AEIMD
AEMOZ
AENEX
AEQDE
AEUQT
AEUYR
AFBPY
AFEBI
AFFNX
AFFPM
AFGKR
AFPWT
AFWVQ
AFZJQ
AHBTC
AHEFC
AHQJS
AITYG
AIURR
AIWBW
AJBDE
AJXKR
AKVCP
ALAGY
ALMA_UNASSIGNED_HOLDINGS
ALUQN
ALVPJ
AMBMR
AMYDB
ARCSS
ASPBG
ATUGU
AUFTA
AVWKF
AZBYB
AZFZN
AZVAB
BAFTC
BDRZF
BFHJK
BHBCM
BMNLL
BMXJE
BNHUX
BROTX
BRXPI
BY8
CAG
COF
CS3
CWDTD
D-E
D-F
DCZOG
DPXWK
DR2
DRFUL
DRSTM
DU5
EAD
EAP
EBA
EBO
EBR
EBS
EBU
EDO
EJD
EMK
EST
ESX
F00
F01
F04
F5P
FEDTE
FZ0
G-S
G.N
GODZA
H.T
H.X
HF~
HGLYW
HVGLF
HZI
HZ~
I-F
IHE
IX1
J0M
K1G
K48
LATKE
LC2
LC3
LEEKS
LH4
LITHE
LOXES
LP6
LP7
LUTES
LW6
LYRES
MEWTI
MK4
MRFUL
MRSTM
MSFUL
MSSTM
MXFUL
MXSTM
N04
N05
N9A
NF~
O66
O9-
OIG
P2W
P2X
P4D
PALCI
PQQKQ
Q.N
Q11
QB0
QWB
R.K
RDJ
RIWAO
RJQFR
ROL
RX1
SAMSI
SUPJJ
TH9
TN5
TUS
UB1
V8K
W8V
W99
WBKPD
WIH
WIK
WOHZO
WQJ
WRC
WXSBR
WYISQ
WZISG
XG1
ZL0
ZZTAW
~IA
~IF
~WT
AAMMB
AAYXX
ADMLS
AEFGJ
AEYWJ
AGHNM
AGQPQ
AGXDD
AGYGG
AIDQK
AIDYY
CITATION
7SC
8FD
JQ2
L7M
L~C
L~D
ID FETCH-LOGICAL-c2978-763a233f965f19b7b3760d3249018fdc87b134981b4e1c2805e09f59e15c42d03
IEDL.DBID DR2
ISSN 0167-7055
IngestDate Fri Jul 25 05:12:02 EDT 2025
Thu Jul 03 08:28:03 EDT 2025
Thu Apr 24 22:58:43 EDT 2025
Wed Jan 22 16:30:01 EST 2025
IsPeerReviewed true
IsScholarly true
Issue 2
Language English
License http://onlinelibrary.wiley.com/termsAndConditions
http://doi.wiley.com/10.1002/tdm_license_1
LinkModel DirectLink
MergedId FETCHMERGED-LOGICAL-c2978-763a233f965f19b7b3760d3249018fdc87b134981b4e1c2805e09f59e15c42d03
Notes ObjectType-Article-1
SourceType-Scholarly Journals-1
ObjectType-Feature-2
content type line 14
PQID 1901406080
PQPubID 30877
PageCount 10
ParticipantIDs proquest_journals_1901406080
crossref_citationtrail_10_1111_cgf_13108
crossref_primary_10_1111_cgf_13108
wiley_primary_10_1111_cgf_13108_CGF13108
PublicationCentury 2000
PublicationDate May 2017
2017-05-00
20170501
PublicationDateYYYYMMDD 2017-05-01
PublicationDate_xml – month: 05
  year: 2017
  text: May 2017
PublicationDecade 2010
PublicationPlace Oxford
PublicationPlace_xml – name: Oxford
PublicationTitle Computer graphics forum
PublicationYear 2017
Publisher Blackwell Publishing Ltd
Publisher_xml – name: Blackwell Publishing Ltd
References 2015; 34
2012
2010
2009
2011; 30
2008
1995
2006
2005
2004
2012; 31
2016; 35
2005; 24
2016; 99
1990; 1
2001
2013; 32
2010; 29
2015; 21
2016
2015
2014
2007; 40
2013
2012; 23
2014; 34
2014; 33
2003; 65
2007; 26
10.1111/cgf.13108-BIB0036|cgf13108-cit-0036
Fyffe (10.1111/cgf.13108-BIB0009|cgf13108-cit-0009) 2014; 34
Cong (10.1111/cgf.13108-BIB0006|cgf13108-cit-0006) 2016
10.1111/cgf.13108-BIB0016|cgf13108-cit-0016
10.1111/cgf.13108-BIB0018|cgf13108-cit-0018
Fan (10.1111/cgf.13108-BIB0010|cgf13108-cit-0010) 2014; 33
Bergou (10.1111/cgf.13108-BIB0004|cgf13108-cit-0004) 2007; 26
Pons-Moll (10.1111/cgf.13108-BIB0029|cgf13108-cit-0029) 2015; 34
Ma (10.1111/cgf.13108-BIB0024|cgf13108-cit-0024) 2012; 23
10.1111/cgf.13108-BIB0005|cgf13108-cit-0005
10.1111/cgf.13108-BIB0011|cgf13108-cit-0011
Schuller (10.1111/cgf.13108-BIB0033|cgf13108-cit-0033) 2013; 32
10.1111/cgf.13108-BIB0014|cgf13108-cit-0014
10.1111/cgf.13108-BIB0022|cgf13108-cit-0022
Martin (10.1111/cgf.13108-BIB0023|cgf13108-cit-0023) 2011; 30
Terzopoulos (10.1111/cgf.13108-BIB0035|cgf13108-cit-0035) 1990; 1
Gast (10.1111/cgf.13108-BIB0012|cgf13108-cit-0012) 2015; 21
10.1111/cgf.13108-BIB0017|cgf13108-cit-0017
McAdams (10.1111/cgf.13108-BIB0025|cgf13108-cit-0025) 2011; 30
Xu (10.1111/cgf.13108-BIB0037|cgf13108-cit-0037) 2016; 35
10.1111/cgf.13108-BIB0032|cgf13108-cit-0032
10.1111/cgf.13108-BIB0026|cgf13108-cit-0026
Hahn (10.1111/cgf.13108-BIB0013|cgf13108-cit-0013) 2012; 31
Li (10.1111/cgf.13108-BIB0021|cgf13108-cit-0021) 2016; 99
Coros (10.1111/cgf.13108-BIB0008|cgf13108-cit-0008) 2012; 31
Picinbono (10.1111/cgf.13108-BIB0028|cgf13108-cit-0028) 2003; 65
10.1111/cgf.13108-BIB0020|cgf13108-cit-0020
10.1111/cgf.13108-BIB0003|cgf13108-cit-0003
Röhrle (10.1111/cgf.13108-BIB0030|cgf13108-cit-0030) 2007; 40
Nocedal (10.1111/cgf.13108-BIB0027|cgf13108-cit-0027) 2006
10.1111/cgf.13108-BIB0015|cgf13108-cit-0015
10.1111/cgf.13108-BIB0038|cgf13108-cit-0038
10.1111/cgf.13108-BIB0019|cgf13108-cit-0019
Bradley (10.1111/cgf.13108-BIB0002|cgf13108-cit-0002) 2010; 29
Sorkine (10.1111/cgf.13108-BIB0031|cgf13108-cit-0031) 2004
Sifakis (10.1111/cgf.13108-BIB0034|cgf13108-cit-0034) 2005; 24
Zhou (10.1111/cgf.13108-BIB0039|cgf13108-cit-0039) 2005
10.1111/cgf.13108-BIB0007|cgf13108-cit-0007
Beeler (10.1111/cgf.13108-BIB0001|cgf13108-cit-0001) 2011; 30
References_xml – year: 2009
– start-page: 175
  year: 2015
  end-page: 183
– start-page: 1
  year: 2008
  end-page: 10
– start-page: 127
  year: 2005
  end-page: 134
– volume: 26
  issue: 3
  year: 2007
  article-title: Tracks: Toward directable thin shells
  publication-title: ACM Trans. Graph.
– volume: 23
  start-page: 235
  issue: 3–4
  year: 2012
  end-page: 243
  article-title: A blendshape model that incorporates physical interaction
  publication-title: Computer Animation and Virtual Worlds
– volume: 1
  start-page: 73
  issue: 2
  year: 1990
  end-page: 80
  article-title: Physically‐based facial modeling, analysis, and animation
  publication-title: J. of Vis. and Comp. Anim.
– volume: 33
  start-page: 152:1
  issue: 4
  year: 2014
  end-page: 152:9
  article-title: Active volumetric musculoskeletal systems
  publication-title: ACM Trans. Graph.
– start-page: 496
  year: 2005
  end-page: 503
– year: 2001
– start-page: 179
  year: 2004
  end-page: 188
– volume: 30
  start-page: 37:1
  issue: 4
  year: 2011
  end-page: 37:12
  article-title: Efficient elasticity for character skinning with contact and collisions
  publication-title: ACM Trans. Graph.
– volume: 35
  issue: 4
  year: 2016
  article-title: Pose‐space subspace dynamics
  publication-title: ACM Trans. on Graphics (SIGGRAPH 2016)
– volume: 29
  start-page: 41:1
  year: 2010
  end-page: 41:10
  article-title: High resolution passive facial performance capture
  publication-title: ACM Trans. Graphics (Proc. SIGGRAPH)
– volume: 21
  start-page: 1103
  issue: 10
  year: 2015
  end-page: 1115
  article-title: Optimization integrator for large time steps
  publication-title: IEEE Transactions on Visualization and Computer Graphics
– volume: 40
  issue: 15
  year: 2007
  article-title: Three‐dimensional finite element modelling of muscle forces during mastication
  publication-title: J. Biomech.
– year: 2016
– year: 2014
– volume: 99
  start-page: 1
  year: 2016
  end-page: 1
  article-title: Enriching triangle mesh animations with physically based simulation
  publication-title: IEEE Transactions on Visualization and Computer Graphics PP
– year: 2010
– volume: 30
  issue: 4
  year: 2011
  article-title: Example‐based elastic materials
  publication-title: ACM Trans. Graph.
– year: 2012
– volume: 34
  start-page: 120:1
  issue: 4
  year: 2015
  end-page: 120:14
  article-title: Dyna: A model of dynamic human shape in motion
  publication-title: ACM Transactions on Graphics, (Proc. SIGGRAPH)
– volume: 24
  start-page: 417
  year: 2005
  end-page: 425
  article-title: Automatic determination of facial muscle activations from sparse motion capture marker data
  publication-title: ACM Trans. Graphics
– volume: 32
  start-page: 125
  issue: 5
  year: 2013
  end-page: 135
  article-title: Locally injective mappings
  publication-title: Computer Graphics Forum (proceedings of EUROGRAPHICS/ACM SIGGRAPH Symposium on Geometry Processing)
– volume: 34
  start-page: 8:1
  issue: 1
  year: 2014
  end-page: 8:14
  article-title: Driving high‐resolution facial scans with video performance capture
  publication-title: ACM Trans. Graphics
– volume: 30
  start-page: 75:1
  year: 2011
  end-page: 75:10
  article-title: High‐quality passive facial performance capture using anchor frames
  publication-title: ACM Trans. Graphics (Proc. SIGGRAPH)
– volume: 65
  start-page: 305
  issue: 5
  year: 2003
  end-page: 321
  article-title: Non‐linear anisotropic elasticity for real‐time surgery simulation
  publication-title: Graphical Models
– year: 2006
– start-page: 207
  year: 2009
  end-page: 218
– year: 1995
– volume: 31
  start-page: 69:1
  issue: 4
  year: 2012
  end-page: 69:9
  article-title: Deformable objects alive
  publication-title: ACM Trans. Graphics (Proc. SIGGRAPH)
– start-page: 21
  year: 2016
  end-page: 28
– year: 2015
– volume: 31
  start-page: 72
  issue: 4
  year: 2012
  article-title: Rig‐space physics
  publication-title: ACM Trans. Graphics (Proc. SIGGRAPH)
– year: 2013
– volume: 99
  start-page: 1
  year: 2016
  ident: 10.1111/cgf.13108-BIB0021|cgf13108-cit-0021
  article-title: Enriching triangle mesh animations with physically based simulation
  publication-title: IEEE Transactions on Visualization and Computer Graphics PP
– ident: 10.1111/cgf.13108-BIB0007|cgf13108-cit-0007
  doi: 10.1145/2786784.2786786
– ident: 10.1111/cgf.13108-BIB0011|cgf13108-cit-0011
– volume: 29
  start-page: 41:1
  year: 2010
  ident: 10.1111/cgf.13108-BIB0002|cgf13108-cit-0002
  article-title: High resolution passive facial performance capture
  publication-title: ACM Trans. Graphics (Proc. SIGGRAPH)
  doi: 10.1145/1778765.1778778
– ident: 10.1111/cgf.13108-BIB0019|cgf13108-cit-0019
– ident: 10.1111/cgf.13108-BIB0022|cgf13108-cit-0022
– ident: 10.1111/cgf.13108-BIB0032|cgf13108-cit-0032
– volume: 34
  start-page: 8:1
  issue: 1
  year: 2014
  ident: 10.1111/cgf.13108-BIB0009|cgf13108-cit-0009
  article-title: Driving high-resolution facial scans with video performance capture
  publication-title: ACM Trans. Graphics
  doi: 10.1145/2638549
– volume: 32
  start-page: 125
  issue: 5
  year: 2013
  ident: 10.1111/cgf.13108-BIB0033|cgf13108-cit-0033
  article-title: Locally injective mappings
  publication-title: Computer Graphics Forum (proceedings of EUROGRAPHICS/ACM SIGGRAPH Symposium on Geometry Processing)
  doi: 10.1111/cgf.12179
– volume: 30
  issue: 4
  year: 2011
  ident: 10.1111/cgf.13108-BIB0023|cgf13108-cit-0023
  article-title: Example-based elastic materials
  publication-title: ACM Trans. Graph.
  doi: 10.1145/2010324.1964967
– ident: 10.1111/cgf.13108-BIB0017|cgf13108-cit-0017
– volume: 24
  start-page: 417
  year: 2005
  ident: 10.1111/cgf.13108-BIB0034|cgf13108-cit-0034
  article-title: Automatic determination of facial muscle activations from sparse motion capture marker data
  publication-title: ACM Trans. Graphics
  doi: 10.1145/1073204.1073208
– ident: 10.1111/cgf.13108-BIB0016|cgf13108-cit-0016
– volume: 31
  start-page: 69:1
  issue: 4
  year: 2012
  ident: 10.1111/cgf.13108-BIB0008|cgf13108-cit-0008
  article-title: Deformable objects alive
  publication-title: ACM Trans. Graphics (Proc. SIGGRAPH)
  doi: 10.1145/2185520.2185565
– ident: 10.1111/cgf.13108-BIB0036|cgf13108-cit-0036
– volume: 40
  issue: 15
  year: 2007
  ident: 10.1111/cgf.13108-BIB0030|cgf13108-cit-0030
  article-title: Three-dimensional finite element modelling of muscle forces during mastication
  publication-title: J. Biomech.
  doi: 10.1016/j.jbiomech.2007.05.011
– volume: 30
  start-page: 37:1
  issue: 4
  year: 2011
  ident: 10.1111/cgf.13108-BIB0025|cgf13108-cit-0025
  article-title: Efficient elasticity for character skinning with contact and collisions
  publication-title: ACM Trans. Graph.
  doi: 10.1145/2010324.1964932
– ident: 10.1111/cgf.13108-BIB0038|cgf13108-cit-0038
  doi: 10.1007/978-3-642-10347-6_19
– volume: 30
  start-page: 75:1
  year: 2011
  ident: 10.1111/cgf.13108-BIB0001|cgf13108-cit-0001
  article-title: High-quality passive facial performance capture using anchor frames
  publication-title: ACM Trans. Graphics (Proc. SIGGRAPH)
  doi: 10.1145/2010324.1964970
– ident: 10.1111/cgf.13108-BIB0015|cgf13108-cit-0015
– volume: 35
  issue: 4
  year: 2016
  ident: 10.1111/cgf.13108-BIB0037|cgf13108-cit-0037
  article-title: Pose-space subspace dynamics
  publication-title: ACM Trans. on Graphics (SIGGRAPH 2016)
– volume: 33
  start-page: 152:1
  issue: 4
  year: 2014
  ident: 10.1111/cgf.13108-BIB0010|cgf13108-cit-0010
  article-title: Active volumetric musculoskeletal systems
  publication-title: ACM Trans. Graph.
  doi: 10.1145/2601097.2601215
– volume: 34
  start-page: 120:1
  issue: 4
  year: 2015
  ident: 10.1111/cgf.13108-BIB0029|cgf13108-cit-0029
  article-title: Dyna: A model of dynamic human shape in motion
  publication-title: ACM Transactions on Graphics, (Proc. SIGGRAPH)
  doi: 10.1145/2766993
– volume: 26
  issue: 3
  year: 2007
  ident: 10.1111/cgf.13108-BIB0004|cgf13108-cit-0004
  article-title: Tracks: Toward directable thin shells
  publication-title: ACM Trans. Graph.
  doi: 10.1145/1276377.1276439
– volume-title: Eurographics/ACM SIGGRAPH Symposium on Computer Animation
  year: 2016
  ident: 10.1111/cgf.13108-BIB0006|cgf13108-cit-0006
– start-page: 496
  volume-title: ACM SIGGRAPH 2005 Papers
  year: 2005
  ident: 10.1111/cgf.13108-BIB0039|cgf13108-cit-0039
  doi: 10.1145/1186822.1073219
– ident: 10.1111/cgf.13108-BIB0005|cgf13108-cit-0005
– volume: 23
  start-page: 235
  issue: 3-4
  year: 2012
  ident: 10.1111/cgf.13108-BIB0024|cgf13108-cit-0024
  article-title: A blendshape model that incorporates physical interaction
  publication-title: Computer Animation and Virtual Worlds
  doi: 10.1002/cav.1441
– volume-title: Numerical Optimization
  year: 2006
  ident: 10.1111/cgf.13108-BIB0027|cgf13108-cit-0027
– volume: 31
  start-page: 72
  issue: 4
  year: 2012
  ident: 10.1111/cgf.13108-BIB0013|cgf13108-cit-0013
  article-title: Rig-space physics
  publication-title: ACM Trans. Graphics (Proc. SIGGRAPH)
  doi: 10.1145/2185520.2185568
– ident: 10.1111/cgf.13108-BIB0014|cgf13108-cit-0014
– ident: 10.1111/cgf.13108-BIB0026|cgf13108-cit-0026
  doi: 10.1016/j.geoforum.2015.11.009
– ident: 10.1111/cgf.13108-BIB0003|cgf13108-cit-0003
– volume: 21
  start-page: 1103
  issue: 10
  year: 2015
  ident: 10.1111/cgf.13108-BIB0012|cgf13108-cit-0012
  article-title: Optimization integrator for large time steps
  publication-title: IEEE Transactions on Visualization and Computer Graphics
  doi: 10.1109/TVCG.2015.2459687
– ident: 10.1111/cgf.13108-BIB0020|cgf13108-cit-0020
– volume: 1
  start-page: 73
  issue: 2
  year: 1990
  ident: 10.1111/cgf.13108-BIB0035|cgf13108-cit-0035
  article-title: Physically-based facial modeling, analysis, and animation
  publication-title: J. of Vis. and Comp. Anim.
  doi: 10.1002/vis.4340010208
– start-page: 179
  volume-title: Proceedings of the EUROGRAPHICS/ACM SIGGRAPH Symposium on Geometry Processing
  year: 2004
  ident: 10.1111/cgf.13108-BIB0031|cgf13108-cit-0031
– volume: 65
  start-page: 305
  issue: 5
  year: 2003
  ident: 10.1111/cgf.13108-BIB0028|cgf13108-cit-0028
  article-title: Non-linear anisotropic elasticity for real-time surgery simulation
  publication-title: Graphical Models
  doi: 10.1016/S1524-0703(03)00045-6
– ident: 10.1111/cgf.13108-BIB0018|cgf13108-cit-0018
  doi: 10.1145/1073368.1073385
SSID ssj0004765
Score 2.314172
Snippet Oftentimes facial animation is created separately from overall body motion. Since convincing facial animation is challenging enough in itself, artists tend to...
SourceID proquest
crossref
wiley
SourceType Aggregation Database
Enrichment Source
Index Database
Publisher
StartPage 75
SubjectTerms Animation
Artists
Categories and Subject Descriptors (according to ACM CCS)
Computer animation
Face
I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling–‐Physically Based Modeling
Motion capture
Physical simulation
Physics
Pipelines
Simulation
Title Enriching Facial Blendshape Rigs with Physical Simulation
URI https://onlinelibrary.wiley.com/doi/abs/10.1111%2Fcgf.13108
https://www.proquest.com/docview/1901406080
Volume 36
hasFullText 1
inHoldings 1
isFullTextHit
isPrint
link http://utb.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwnZ3NS8MwGMbD2EkPfovTKUU8eOlomn6keNKxOgRFpoMdhJKkyRzOOtx28a83b5puUxTEWw_p15uvX16ePEHojEYiEJJwV6N87gY4z10mMHY5ZSGPpKeZGXYj395F3X5wMwgHNXRR7YUp_SEWCTfoGWa8hg7O-HSlk4uhamENJ7DRF7RaAES9pXVUEEdh5esNjjHWVQhUPIs7v85FS8BcxVQzz6Sb6Kn6wlJe8tKaz3hLfHwzb_znL2yhDcufzmXZYLZRTRY7aH3FlXAXJZ1CD46QmXJSBhl152oMwtlnNpFObzScOpC8de5tDTsPo1d7Btge6qedx3bXtScsuMKH5aMeXJhPiEqiUOGExxwkMrlmLE0JVOWCxhzsCzXaBhILn3qh9BIVJhKHIvBzj-yjevFWyAOQSFFlrHhIovQiCNSpMYsY9QinVBKvgc6rWGfC2o_DKRjjrFqG6GhkJhoNdLooOik9N34q1KwqLLPdbpoB3WhC0RSsX2ci__sDsvZ1ai4O_170CK35MK0bwWMT1Wfvc3msoWTGT0zr-wSestlG
linkProvider Wiley-Blackwell
linkToHtml http://utb.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwnV1LT8JAEJ4gHtSDbyKK2hgPXkr67jbxooSKCsQgJFxM091ukYiVCFz89e5sW0CjifHWw_Q1u7P7zeTbbwDOicMsxk2qCigfqZYeRWrIdF2lJLSpwzWBmfE0cqvtNHrWXd_uF-AyPwuT6kPMC24YGXK9xgDHgvRSlLNBXNUFOiErsIodvWVC1VmIR1muY-fK3qgZk-kKIY9nfuvX3WgBMZeBqtxp_C14yr8xJZi8VGdTWmUf3-Qb__sT27CZQVDlKp0zO1DgyS5sLAkT7oFXT8T6iMUpxQ-xqK5cj5A7-xyOudIZDiYK1m-Vh2yQlcfha9YGbB96fr1ba6hZkwWVGZhBivUlNEwz9hw71j3qUmTJRAJmCaBA4ogRl6KCoUC3FteZQTSba15se1y3mWVEmlmCYvKW8ANkSZFYqvGYXizyICSouqETEs2khHBTK8NF7uyAZQrk2AhjFOSZiPBGIL1RhrO56TiV3fjJqJKPWJBF3iRAgCNAigDC4nXS9b8_IKjd-PLi8O-mp7DW6LaaQfO2fX8E6wbu8pL_WIHi9H3GjwVGmdITORU_AUli3WE
linkToPdf http://utb.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwnV1LT8JAEJ4gJkYPvo0oamM8eCnpu9t4UqC-CUFJOJg03e0uEhGJwMVf7862BTSaGG89TF-zM7PfTr79FuCEeMxh3Ka6hPKJ7phJosfMNHVKYpd63JCYGXcj3ze8q7Zz03E7BTjL98Kk-hDThhtmhqrXmODDRMwlOeuKiinBCVmARcczCIZ0rTXTjnJ8z82FvVEyJpMVQhrP9Navk9EMYc7jVDXRhGvwlH9iyi95qUzGtMI-vqk3_vMf1mE1A6DaeRoxG1Dgg01YmZMl3IKgPpDVEVtTWhhjS1276CNz9jkecq3V64407N5qzWyItYfea3YI2Da0w_pj9UrPjljQmYXrR1ldYsu2ReC5wgyoT5Ejk0iQJWECEQkjPkX9QoltHW4yixguNwLhBtx0mWMlhr0DxcHbgO8iR4oIpcVjB0KugpCe6sdeTAybEsJtowSnua8jlumP4zEY_Shfh0hvRMobJTiemg5T0Y2fjMr5gEVZ3o0ihDcSokgYLF-nPP_7A6LqZagu9v5uegRLzVoY3V03bvdh2cIpXpEfy1Acv0_4gQQoY3qoAvET3r7cGQ
openUrl ctx_ver=Z39.88-2004&ctx_enc=info%3Aofi%2Fenc%3AUTF-8&rfr_id=info%3Asid%2Fsummon.serialssolutions.com&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.atitle=Enriching+Facial+Blendshape+Rigs+with+Physical+Simulation&rft.jtitle=Computer+graphics+forum&rft.au=Kozlov%2C+Yeara&rft.au=Bradley%2C+Derek&rft.au=B%C3%A4cher%2C+Moritz&rft.au=Thomaszewski%2C+Bernhard&rft.date=2017-05-01&rft.issn=0167-7055&rft.eissn=1467-8659&rft.volume=36&rft.issue=2&rft.spage=75&rft.epage=84&rft_id=info:doi/10.1111%2Fcgf.13108&rft.externalDBID=10.1111%252Fcgf.13108&rft.externalDocID=CGF13108
thumbnail_l http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/lc.gif&issn=0167-7055&client=summon
thumbnail_m http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/mc.gif&issn=0167-7055&client=summon
thumbnail_s http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/sc.gif&issn=0167-7055&client=summon