Simulating wrinkles and skin aging

We describe a methodology and framework to simulate facial animation and skin aging, taking into account skin texture and wrinkle dynamics. We split the facial simulation process into facial surface deformation and wrinkle generation. The first of these is based on a three-layered facial structure (muscle, connective tissue, and skin layers). The layer of B-spline patch muscles provides the relevant contraction forces to enable the skin deformation, while the layer of connective tissues constrains the range of skin movement. The wrinkle generation uses a synthetic texture, and wrinkles are formed dynamically, thanks to a linear plastic model. The wrinkle generation and rendering can be incorporated into real-time facial animation systems.

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