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G.Sannier, N.Magnenat-Thalmann, "A User-Friendly Texture-Fitting Methodology for Virtual Humans", Computer Graphics International'97, 1997.

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A Morphable Model For The Synthesis Of 3D Faces - Blanz, Vetter (1999)   (95 citations)  (Correct)

....It is sufficient to use rough estimates of their values as a starting point of the automated matching procedure. Most techniques for face cloning , the reconstruction of a 3D face model from one or more images, still rely on manual assistance for matching a deformable 3D face model to the images [26, 1, 30]. The approach of Pighin et al. 28] demonstrates the high realism that can be achieved for the synthesis of faces and facial expressions from photographs where several images of a face are matched to a single 3D face model. Our automated matching procedure could be used to replace the manual ....

....the face area, because a sufficient 3D model of hair cannot be obtained with our laser scanner. For animation, the missing part of the head can be automatically replaced by a standard hair style or a hat, or by hair that is modeled using interactive manual segmentation and adaptation to a 3D model [30, 28]. Automated reconstruction of hair styles from images is one of the future challenges. Figure 8: Reconstructed 3D face of Mona Lisa (top center and right) For modifying the illumination, relative changes in color (bottom left) are computed on the 3D face, and then multiplied by the color values ....

G. Sannier and N. Magnenat-Thalmann. A user-friendly texture-fitting methodology for virtual humans. In Computer Graphics International'97, 1997.


Real Face Communication in a Virtual World - Lee, Lee, Thalmann   (Correct)

....in Section 5. Finally conclusion is given. 2. Related Work 2.1. Face Cloning for Animation There have been many approaches to reconstruct a realistic face in a virtual world. There are many possible ways such as using a plaster model [12] 1] or interactive deformation and texture mapping [2][15] which are time consuming jobs. More efficient methods are classified into four categories. Laser Scanning In range image vision system some sensors, such as laser scanners, yield range images. For each pixel of the image, the range to the visible surface of the objects in the scene is ....

Sannier G., Magnenat Thalmann N., "A User-Friendly Texture-Fitting Methodology for Virtual Humans", Computer Graphics International'97, 1997.


Real-Time Animation of Realistic Virtual Humans - Kalra, Thalmann, Moccozet.. (1998)   (7 citations)  Self-citation (Magnenat)   (Correct)

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. Sannier G., Magnenat Thalmann N., A User-Friendly Texture-Fitting Methodology for Virtual Humans, Computer Graphics International `97.


Anyone For Tennis? - Molet, Aubel, Çapin, Carion.. (1999)   Self-citation (Sannier)   (Correct)

....simple projections. If there are features on the texture (nose, eyes, hair, we want them to match the corresponding details on the 3D object (Figure 3) This is a difficult operation when the images and the 3D objects are slightly different. We created an interactive texture fitting software (Sannier et al. 1997) for realizing this kind of precise texturing (Litwinowicz et al. 1994) The idea is to allow the designers to correlate the main features, of the texture, directly with the 3D object. These features are projected on the 2D image where the designer can adjust the position of these features; the ....

Sannier, G., & Magnenat Thalmann, N. (1997). A User-Friendly Texture-Fitting Methodology for Virtual Humans. Computer Graphics International'97.


Virtual Humans on Stage - Magnenat-Thalmann, Moccozet   Self-citation (Magnenat)   (Correct)

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Sannier G., Magnenat Thalmann N., A User-Friendly Texture-Fitting Methodology for Virtual Humans, Proceedings Computer Graphics International '97, pp, 1997.


Expressive Textures - Fei University Of   (Correct)

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G.Sannier, N.Magnenat-Thalmann, "A User-Friendly Texture-Fitting Methodology for Virtual Humans", Computer Graphics International'97, 1997.


Real-Time Animation of Realistic Virtual Humans - Kalra, Magnenat-Thalmann.. (1998)   (7 citations)  (Correct)

No context found.

G. Sannier and N. Magnenat-Thalmann, "A User-Friendly Texture-Fitting Methodology for Virtual Humans," Proc. Computer Graphics Int'l 97, IEEE CS Press, Los Alamitos, Calif., 1997, pp. 167-176.

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