Visual Modeling for Multimedia Content
This paper reviews research that addresses the challenging problem of modeling living systems for multimedia content creation. First, I discuss the modeling of animals in their natural habitats for use in animated virtual worlds. The basic approach is to implement realistic artificial animals (in particular, fish) and to give them the ability to locomote, perceive, and in some sense understand the realistic virtual worlds in which they are situated so that they may achieve both individual and social functionality within these worlds. Second, I discuss the modeling of human faces. The goal is to develop facial models that are capable of synthesizing realistic expressions. At different levels of abstraction, these hierarchical models capture knowledge from psychology, facial anatomy and tissue histology, and continuum biomechanics. The facial models can be “personalized”, or made to conform closely to individuals, once facial geometry and photometry information has been captured by a range sensor.
KeywordsFacial Expression Facial Image Virtual World Multimedia Content Visual Modeling
Unable to display preview. Download preview PDF.
- X. Tu and D. Terzopoulos. Artificial fishes: Physics, locomotion, perception, behavior. In Computer Graphics Proceedings, Annual Conference Series, Proc. SIGGRAPH’ 94 (Orlando, FL), pages 43–50. ACM SIGGRAPH, July 1994.Google Scholar
- D. Terzopoulos and T.F. Rabie. Animat vision: Active vision in artificial animals. Videre: Journal of Computer Vision Research, 1(1):2–19, 1997.Google Scholar
- R. Grzeszczuk and D. Terzopoulos. Automated learning of muscle actuated locomotion through control abstraction. In Computer Graphics Proceedings, Annual Conference Series, Proc. SIGGRAPH’ 95 (Los Angeles, CA). ACM SIGGRAPH, August 1995.Google Scholar
- Q. Yu and D. Terzopoulos. Synthetic motion capture for interactive virtual worlds. In Proc. IEEE Computer Animation 98 Conference, pages 2–10, Philadelphia, PA, June 1998.Google Scholar
- G. M. Davies, H. D. Ellis, and G. M. Shepherd. Perceiving and Remembering Faces. Academic Press, New York, 1981.Google Scholar
- V. Bruce. Recognizing Faces. Lawrence Erlbaum, Hillsdale, 1988.Google Scholar
- P. Ekman and W. V. Friesen. Manual for the Facial Action Coding System. Consulting Psychologist Press, Palo Alto, CA, 1977.Google Scholar
- D. Terzopoulos and K. Waters. Physically-based facial modelling, analysis, and animation. The Journal of Visualization and Computer Animation, 1(2):73–80, 1990.Google Scholar
- Y. Lee, D. Terzopoulos, and K. Waters. Realistic facial modeling for animation. In Computer Graphics Proceedings, Annual Conference Series, Proc. SIGGRAPH’ 95 (Los Angeles, CA), pages 55–62. ACM SIGGRAPH, August 1995.Google Scholar