2008
DOI: 10.1002/cav.v19:3/4
|View full text |Cite
|
Sign up to set email alerts
|

Untitled

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0

Year Published

2009
2009
2019
2019

Publication Types

Select...
4
2
1

Relationship

0
7

Authors

Journals

citations
Cited by 55 publications
(2 citation statements)
references
References 548 publications
0
2
0
Order By: Relevance
“…Facial motion style is a novel research field in the computer facial animation area, where usually the goal is to learn the motion style of an actor and either synthesize novel motions or transform existing motions as if they were performed by the original actor. However, most of the work in the literature addresses body motion [1], [4]- [6] instead of the facial motion style [7], [8]. Ma et al [7] introduced a Constraint-based Gaussian Process model (CGP) that can effectively learn the editing style from a small set of facial editing pairs, which can be applied to automate the editing of the remaining facial animation frames or transfer editing styles between different animation sequences, being able to reduce the manual efforts necessary in most of current facial animation editing practices, e.g., sculpting a facial keyframe every several frames.…”
Section: Related Workmentioning
confidence: 99%
“…Facial motion style is a novel research field in the computer facial animation area, where usually the goal is to learn the motion style of an actor and either synthesize novel motions or transform existing motions as if they were performed by the original actor. However, most of the work in the literature addresses body motion [1], [4]- [6] instead of the facial motion style [7], [8]. Ma et al [7] introduced a Constraint-based Gaussian Process model (CGP) that can effectively learn the editing style from a small set of facial editing pairs, which can be applied to automate the editing of the remaining facial animation frames or transfer editing styles between different animation sequences, being able to reduce the manual efforts necessary in most of current facial animation editing practices, e.g., sculpting a facial keyframe every several frames.…”
Section: Related Workmentioning
confidence: 99%
“…Yu et al [7] used a template based method to model the cartoon water effects including flowing water, ripples and water jet. Later on they [8] extended their work to handle the interaction between objects and cartoon water by introducing a grid based controlling mechanism.…”
Section: Introductionmentioning
confidence: 99%