Learn More
We present a muscle model and methods for muscle construction that allow to easily create animatable facial models from given face geometry. Using our editing tool, one can interactively specify coarse outlines of the muscles , which are then automatically created to fit the face geometry. Our muscle model incorporates different types of muscles and the(More)
We present a versatile construction and deformation method for head models with anatomical structure, suitable for real-time physics-based facial animation. The model is equipped with landmark data on skin and skull, which allows us to deform the head in anthropometrically meaningful ways. On any deformed model, the underlying muscle and bone structure is(More)
We present an algorithm for generating facial expressions for a continuum of pure and mixed emotions of varying intensity. Based on the observation that in natural interaction among humans, shades of emotion are much more frequently encountered than expressions of basic emotions, a method to generate more than Ekman's six basic emotions (joy, anger, fear,(More)
Facial reconstruction for postmortem identification of humans from their skeletal remains is a challenging and fascinating part of forensic art. The former look of a face can be approximated by predicting and modeling the layers of tissue on the skull. This work is as of today carried out solely by physical sculpting with clay, where experienced artists(More)
The human hand is a masterpiece of mechanical complexity, able to perform fine motor manipulations and powerful work alike. Designing an animatable human hand model that features the abilities of the archetype created by Nature requires a great deal of anatomical detail to be modeled. In this paper, we present a human hand model with underlying anatomical(More)
We present a new hybrid rendering method for interactive walk-throughs in photometrically complex environments. The display process starts from some approximation of the scene rendered at high frame rates using graphics hardware. Additional computation power is used to correct this rendering towards a high quality ray tracing solution during the(More)
Athletes and coaches in most professional sports make use of high-tech equipment to analyze and, subsequently, improve the athlete's performance. High-speed video cameras are employed, for instance, to record the swing of a golf club or a tennis racket, the movement of the feet while running, and the body motion in apparatus gymnastics. High-tech and(More)
In this paper we present a modification of the well-known LBG algorithm for the generation of codebooks in vector quantization. Our algorithm, denoted as the ILBG algorithm, reduces the codebook error of the LBG algorithm drastically in typical applications. In our experiments we were able to achieve up to 75 % reduction of the codebook error in only a few(More)
We present an efficient method to automatically compute a smooth approximation of large functional scattered data sets given over arbitrarily shaped planar domains. Our approach is based on the construction of a <i>C</i><sup>1</sup>-continuous bivariate cubic spline and our method offers optimal approximation order. Both local variation and nonuniform(More)
One of the basic difficulties with interactive walkthroughs is the high quality rendering of object surfaces with non-diffuse light scattering characteristics. Since full ray tracing at interactive rates is usually impossible, we render a precomputed global illumination solution using graphics hardware and use remaining computational power to correct the(More)