Martin Breidt

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The realistic depiction of lifelike virtual humans has been the goal of many movie makers in the last decade. Recently, films such as <i>Tron: Legacy</i> and <i>The Curious Case of Benjamin Button</i> have produced highly realistic characters. In the real-time domain, there is also a need to deliver realistic virtual characters, with the increase in(More)
The human face is capable of producing an astonishing variety of expressions&#8212;expressions for which sometimes the smallest difference changes the perceived meaning considerably. Producing realistic-looking facial animations that are able to transmit this degree of complexity continues to be a challenging research topic in computer graphics. One(More)
We present a system for realistic facial animation that decomposes facial motion capture data into semantically meaningful motion channels based on the Facial Action Coding System. A captured performance is retargeted onto a morphable 3D face model based on a semantic correspondence between motion capture and 3D scan data. The resulting facial animation(More)
The human face is capable of producing an astonishing variety of expressions---expressions for which sometimes the smallest difference changes the perceived meaning noticably. Producing realistic-looking facial animations that are able to transport this degree of complexity continues to be a challenging research topic in computer graphics. One important(More)
Rich face models already have a large impact on the fields of computer vision, perception research, as well as computer graphics and animation. Attributes such as descriptiveness, semantics, and intuitive control are desirable properties but hard to achieve. Towards the goal of building such high-quality face models, we present a 3D model-based(More)
One of the applications of realistic facial animation outside the film industry is psychophysical research in order to understand the perception of human facial motion. For this, an animation model close to physical reality is important. Through the combination of highresolution 3D scans and 3D motion capture, we aim for such a model and provide a(More)
The Uncanny Valley (UV) has become a standard term for the theory that near-photorealistic virtual humans often appear unintentionally erie or creepy. This UV theory was first hypothesized by robotics professor Masahiro Mori in the 1970's [Mori 1970] but is still taken seriously today by movie and game developers as it can stop audiences feeling emotionally(More)
This paper considers the problem of realizing a 6-DOF closed-loop motion simulator by exploiting an anthropomorphic serial manipulator as motion platform. Contrary to standard Stewart platforms, an industrial anthropomorphic manipulator offers a considerably larger motion envelope and higher dexterity that let envisage it as a viable and superior(More)
This paper, divided in two Parts, considers the problem of realizing a 6-DOF closed-loop motion simulator by exploiting an anthropomorphic serial manipulator as motion platform. After having proposed a suitable inverse kinematics scheme in Part I [1], we address here the other key issue, i.e., devising a motion cueing algorithm tailored to the specific(More)
In this study we investigate the viewpoint dependency of complex facial expressions versus simple facial motions (so-called “action units” [Ekman and Friesen 1978]). The results not only shed light on the cognitive processes underlying the processing of complex and simple facial motion for expression recognition, but also suggest ways how to incorporate(More)