Xenxo Alvarez

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Facial appearance depends on both the physical and physiological state of the skin. As people move, talk, undergo stress, and change expression, skin appearance is in constant flux. One of the key indicators of these changes is the <i>color</i> of skin. Skin color is determined by scattering and absorption of light within the skin layers, caused mostly by(More)
One of the most challenging tasks for an animator is to quickly create convincing facial expressions. Finding an effective control interface to manipulate facial geometry has traditionally required experienced users (usually technical directors), who create and place the necessary animation controls. Here we present our sketching interface control system,(More)
Rigging is the process of setting up a group of controls to operate a 3D model, analogous to the strings of a puppet. It plays a fundamental role in the animation process as it eases the manipulation and editing of expressions, but rigging can be very laborious and cumbersome for an artist. This difficulty arises from the lack of a standard definition of(More)
<i>Finding an effective control interface to manipulate complex geometric objects has traditionally relied on experienced users to place the animation controls. This process, whether for key framed or for motion captured animation, takes a lot of time and effort. We introduce a novel</i> sketching interface control system <i>inspired in the way artists(More)
We present in this paper a novel approach for using visualisation and animation facilities in the context of an object-oriented CASE environment. We first analyze the general problem: why CASE tools will succeed or fail; then we present the outstanding features of our environment stressing animation and visualisation tools and an objectoriented framework(More)
Facial Animation in films and videogames has traditionally relied on creating all the facial poses and animation controls in the early stages of a production. This process, whether for key framed controls or motion captured animation, takes a lot of time and effort. We present a novel sketching control system inspired in the way artists draw, where a stroke(More)
An experiment was carried out to examine the extent to which an avatar can be perceived by people as similar to themselves, including their face and body. The avatar was judged by the participants themselves rather than by third parties. The experiment was organized in two phases. The initial phase consisted of a forcedchoice, paired comparison method used(More)
<i>Facial Animation</i> is the key element to convey emotions in virtual characters. One of the major challenges in interactive systems (e.g. games, virtual worlds) and off-line systems (mainly used in films) is to ensure that the characters are highly expressive to reinforce the spectators' 'suspension of disbelief'. It is necessary to create believable(More)
In medical literature there are numerous multidimensional scales to measure health states for dependence in activities of daily living. However, these scales are not preference-based and are not able to yield QALYs. On the contrary, the generic preference-based measures are not sensitive enough to measure changes in dependence states. The objective of this(More)
Each human face is unique. It has its own shape, topology, and distinguishing features. As such, developing and testing facial tracking systems are challenging tasks. The existing face recognition and tracking algorithms in Computer Vision mainly specify concrete situations according to particular goals and applications, requiring validation methodologies(More)