Abstract
Believable, detailed digital faces are desired for both film and game production as well as research applications. A high-resolution mesh of a face is acquired often with structured light and stereo computer-vision methods. In production for visual effects or games, the acquired mesh is “re-topologized” by an artist using software to draw a new edge layout in order to simplify and prepare a mesh for animation. For building models of facial population and expression for research, meshes often undergo a similar process to find correspondence among face models, although in the past the desired layout has not been designed for effective facial animation. We propose a process using images accompanying a 3D scan to locate dense 2D facial landmarks automatically to re-topologize meshes with the particular goal of creating models that deform well for facial animation. The technique also allows real-time editing of the re-topology relationship if modifications are desired.
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Patterson, E., Baron, J., Simpson, D. (2018). Landmark-Based Re-topology of Stereo-Pair Acquired Face Meshes. In: Chmielewski, L., Kozera, R., Orłowski, A., Wojciechowski, K., Bruckstein, A., Petkov, N. (eds) Computer Vision and Graphics. ICCVG 2018. Lecture Notes in Computer Science(), vol 11114. Springer, Cham. https://doi.org/10.1007/978-3-030-00692-1_37
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