173 research outputs found

    Reconstruction of 3D human facial images using partial differential equations.

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    One of the challenging problems in geometric modeling and computer graphics is the construction of realistic human facial geometry. Such geometry are essential for a wide range of applications, such as 3D face recognition, virtual reality applications, facial expression simulation and computer based plastic surgery application. This paper addresses a method for the construction of 3D geometry of human faces based on the use of Elliptic Partial Differential Equations (PDE). Here the geometry corresponding to a human face is treated as a set of surface patches, whereby each surface patch is represented using four boundary curves in the 3-space that formulate the appropriate boundary conditions for the chosen PDE. These boundary curves are extracted automatically using 3D data of human faces obtained using a 3D scanner. The solution of the PDE generates a continuous single surface patch describing the geometry of the original scanned data. In this study, through a number of experimental verifications we have shown the efficiency of the PDE based method for 3D facial surface reconstruction using scan data. In addition to this, we also show that our approach provides an efficient way of facial representation using a small set of parameters that could be utilized for efficient facial data storage and verification purposes

    Interactive surface design and manipulation using PDE-method through Autodesk Maya plug-in.

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    This paper aims to propose a method for geometric design, modelling and shape manipulation using minimum input design parameters. Here, we address the method for the construction of 3D geometry based on the use of Elliptic Partial Differential Equations (PDE). The geometry corresponding to an object is treated as a set of surface patches, whereby each surface patch is represented using four boundary curves in the 3D space that formulate the appropriate boundary conditions for the chosen PDE. We present our methodology using a plugin that was developed utilizing Maya API. The plug-in provides the user with tools that could be used easily and effectively for designing purposes. Maya is a popular 3D modelling tool. Various types of shapes with different complexities are presented here. Our proposed method allow the designer to utilize the Maya functionality for sketching curves in the 3D space that represents the outline of arbitrary shapes, construct the corresponding model using the PDE method, deform and sculpt these models interactively by editing the boundary curves

    Constructing 3D faces from natural language interface

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    This thesis presents a system by which 3D images of human faces can be constructed using a natural language interface. The driving force behind the project was the need to create a system whereby a machine could produce artistic images from verbal or composed descriptions. This research is the first to look at constructing and modifying facial image artwork using a natural language interface. Specialised modules have been developed to control geometry of 3D polygonal head models in a commercial modeller from natural language descriptions. These modules were produced from research on human physiognomy, 3D modelling techniques and tools, facial modelling and natural language processing. [Continues.

    A new method for generic three dimensional human face modelling for emotional bio-robots

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    Existing 3D human face modelling methods are confronted with difficulties in applying flexible control over all facial features and generating a great number of different face models. The gap between the existing methods and the requirements of emotional bio-robots applications urges the creation of a generic 3D human face model. This thesis focuses on proposing and developing two new methods involved in the research of emotional bio-robots: face detection in complex background images based on skin colour model and establishment of a generic 3D human face model based on NURBS. The contributions of this thesis are: A new skin colour based face detection method has been proposed and developed. The new method consists of skin colour model for skin regions detection and geometric rules for distinguishing faces from detected regions. By comparing to other previous methods, the new method achieved better results of detection rate of 86.15% and detection speed of 0.4-1.2 seconds without any training datasets. A generic 3D human face modelling method is proposed and developed. This generic parametric face model has the abilities of flexible control over all facial features and generating various face models for different applications. It includes: The segmentation of a human face of 21 surface features. These surfaces have 34 boundary curves. This feature-based segmentation enables the independent manipulation of different geometrical regions of human face. The NURBS curve face model and NURBS surface face model. These two models are built up based on cubic NURBS reverse computation. The elements of the curve model and surface model can be manipulated to change the appearances of the models by their parameters which are obtained by NURBS reverse computation. A new 3D human face modelling method has been proposed and implemented based on bi-cubic NURBS through analysing the characteristic features and boundary conditions of NURBS techniques. This model can be manipulated through control points on the NURBS facial features to build any specific face models for any kind of appearances and to simulate dynamic facial expressions for various applications such as emotional bio-robots, aesthetic surgery, films and games, and crime investigation and prevention, etc

    Soft tissue modelling and facial movement simulation using the finite element method

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    This thesis presents a framework for soft tissue modelling, facial surgery simulation, and facial movement synthesis based on the volumetric finite element method. Assessment of facial appearance pre- and post-surgery is of major concern for both patients and clinicians. Pre-surgical planning is a prerequisite for successful surgical procedures and outcomes. Early computer-assisted facial models have been geometrically based. They are computationally efficient, but cannot give an accurate prediction for facial surgery simulation. Therefore, in this thesis, the emphasis is placed on physically-based methods, especially the finite element technique. To achieve realistic surgery simulation, soft tissue modelling is of crucial importance. Thus, in this thesis, considerable effort has been directed to develop constitutive equations for facial skeletal muscles. The skeletal muscle model subsequently developed is able to capture the complex mechanical properties of skeletal muscle, which are active, quasi-incompressible, fibre-reinforced and hyperelastic. In addition, to improve the characterisation of in-vivo muscle behaviour, a technique has been developed to visualise the internal fibre arrangement of skeletal muscle using the FEM-NURBS method, which is the combination of the finite element method and the non-uniform rational B-spline solid mathematical representation. Another principal contribution made in this thesis is the three-dimensional finite element facial model, which can be used for the simulations of facial surgery and facial movement. The procedure of one cranio-facial surgery is simulated by using this facial model and the numerical predictions show a good agreement with the patient post-surgical data. In addition, it would be very helpful to also simulate the facial movement and facial expressions. In this thesis, two facial expressions (smile and disgust) and the mouth opening are simulated to assess the post-surgical appearance and test the muscle-driven facial movement simulation method

    Efficient and Physics-based Facial Blendshapes based on ODE sweeping Surface and Newton's second law

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    Online games require small data of 3D models for low storage costs, quick transmission over the Internet, and efficient geometric processing to achieve real-time performance, and new techniques of facial blendshapes to create natural facial animation. Current geometric modelling and animation techniques involve big data of geometric models and widely applied facial animation using linear interpolation cannot generate natural facial animation and create special facial animation effects. In this paper, we propose a new approach to integrate the strengths of ODE (ordinary differential equation) sweeping surfaces and Newton's second law-based facial blendshapes to create 3D models and their animation with small data, high efficiency, and ability to create special facial effects
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