Interactive Sculpting of Digital Faces Using an Anatomical Modeling Paradigm
dc.contributor.author
Gruber, Aurel
dc.contributor.author
Fratarcangeli, Marco
dc.contributor.author
Zoss, Gaspard
dc.contributor.author
Cattaneo, Riccardo
dc.contributor.author
Beeler, Thabo
dc.contributor.author
Gross, Markus
dc.contributor.author
Bradley, Derek
dc.date.accessioned
2020-08-24T11:17:17Z
dc.date.available
2020-08-21T03:17:46Z
dc.date.available
2020-08-24T11:17:17Z
dc.date.issued
2020-08
dc.identifier.issn
1467-8659
dc.identifier.issn
0167-7055
dc.identifier.other
10.1111/cgf.14071
en_US
dc.identifier.uri
http://hdl.handle.net/20.500.11850/432184
dc.description.abstract
Digitally sculpting 3D human faces is a very challenging task. It typically requires either 1) highly-skilled artists using complex software packages for high quality results, or 2) highly-constrained simple interfaces for consumer-level avatar creation, such as in game engines. We propose a novel interactive method for the creation of digital faces that is simple and intuitive to use, even for novice users, while consistently producing plausible 3D face geometry, and allowing editing freedom beyond traditional video game avatar creation. At the core of our system lies a specialized anatomical local face model (ALM), which is constructed from a dataset of several hundred 3D face scans. User edits are propagated to constraints for an optimization of our data-driven ALM model, ensuring the resulting face remains plausible even for simple edits like clicking and dragging surface points. We show how several natural interaction methods can be implemented in our framework, including direct control of the surface, indirect control of semantic features like age, ethnicity, gender, and BMI, as well as indirect control through manipulating the underlying bony structures. The result is a simple new method for creating digital human faces, for artists and novice users alike. Our method is attractive for low-budget VFX and animation productions, and our anatomical modeling paradigm can complement traditional game engine avatar design packages.
en_US
dc.language.iso
en
en_US
dc.publisher
Wiley
en_US
dc.title
Interactive Sculpting of Digital Faces Using an Anatomical Modeling Paradigm
en_US
dc.type
Journal Article
dc.date.published
2020-08-12
ethz.journal.title
Computer Graphics Forum
ethz.journal.volume
39
en_US
ethz.journal.issue
5
en_US
ethz.journal.abbreviated
Comput. Graph. Forum
ethz.pages.start
93
en_US
ethz.pages.end
102
en_US
ethz.identifier.wos
ethz.identifier.scopus
ethz.publication.place
Oxford
en_US
ethz.publication.status
published
en_US
ethz.leitzahl
ETH Zürich::00002 - ETH Zürich::00012 - Lehre und Forschung::00007 - Departemente::02150 - Dep. Informatik / Dep. of Computer Science::02659 - Institut für Visual Computing / Institute for Visual Computing::03420 - Gross, Markus / Gross, Markus
ethz.leitzahl.certified
ETH Zürich::00002 - ETH Zürich::00012 - Lehre und Forschung::00007 - Departemente::02150 - Dep. Informatik / Dep. of Computer Science::02659 - Institut für Visual Computing / Institute for Visual Computing::03420 - Gross, Markus / Gross, Markus
ethz.date.deposited
2020-08-21T03:17:56Z
ethz.source
SCOPUS
ethz.eth
yes
en_US
ethz.availability
Metadata only
en_US
ethz.rosetta.installDate
2020-08-24T11:17:28Z
ethz.rosetta.lastUpdated
2023-02-06T20:22:50Z
ethz.rosetta.versionExported
true
ethz.COinS
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Journal Article [131676]