Real-time 3D facial expression control based on performance

Performance-driven facial expression animation is one of the researching highlight in computer animation. In this paper, a method is proposed to control 3D facial expression animations in real time. The skeleton based on skinning was adopted for an efficient control of the deformation of the face model. Kinect was used as a capture device to get the depth and color images of the performers that help to obtain the animation units in candide-3. The animation unites smoothed by moving average filter were used to control the translation and rotation of skeletons, which produced a good result of the facial animations.

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