This paper presents a muscle-driven wrinkle model for simulating dynamic wrinkles that appear during facial expressions, which is geometric in nature. Wrinkles are generated on an anatomy-based face model that incorporates a structure of skin, muscles and skull for physically-based animation. Corresponding to two types of facial muscles, a geometric model is developed to govern how the wrinkle amplitude evolves locally upon skin deformation, taking into account the properties of real wrinkles. During facial animation, wrinkles are generated in the local regions influenced by muscle contraction, simulating resistance to compression of tissues. Using our method, realistic wrinkles can be dynamically rendered on the adaptively refined face mesh at interactive rates. © Springer-Verlag Berlin Heidelberg 2005.
CITATION STYLE
Zhang, Y., Sim, T., & Tan, C. L. (2005). Simulating wrinkles in facial expressions on an anatomy-based face. In Lecture Notes in Computer Science (Vol. 3515, pp. 207–215). Springer Verlag. https://doi.org/10.1007/11428848_26
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