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Facial Expressions using 3D Mesh Morphing in Virtual Worlds

Morphing is a process of smoothly transforming from one shape into another. In this paper, we present a feature-based method of employing mesh morphing to compute two homeomorphic facial meshes for animating 3D facial expressions in virtual worlds. We divide the method into five steps, including head decomposition, mesh parameterization, feature specification, vertex correspondence, and point interpolation. Based on sparse sets of user specified feature points, a semi-automatic ripple searching algorithm is proposed to cope with the problem of establishing a one-to-one correspondence between source and target meshes. After the operation of correspondence establishment, we employ Bezier interpolation with four data control points to transform from the source mesh to the target mesh. Finally, three pairs of facial meshes with surface textures are demonstrated to produce a series of facial expressions by using the proposed method.

 

Animation of a Virtual Skeleton-based Creature via Motion Retargetting

In this thesis, we present an efficient and effective approach to performing motion retargetting on a new creature’s skeleton that is generated by taking hierarchical evolution. A meta skeleton is created by means of crossing over two source skeletons. We use mutation to reproduce the next-generation skeleton and carry out survivor process to analysis motion data in order to perform motion transition in a seamless and smooth manner. In addition to the skeleton construction of a new creature by using hierarchical evolution, multiple propagations and joints’ motion analyses are two major processes to preserve the original motion attributes of source objects. Spacetime constraints are also taken into account in the proposed technology to prevent from some unexpected artifacts. The proposed technique can interactively produce a new virtual creature’s skeleton with plausible motion data, and are applicable to work for 3D computer games and animations.