1999
DOI: 10.1007/978-3-7091-6423-5_9
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MPEG-4 based animation with face feature tracking

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Cited by 20 publications
(6 citation statements)
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“…Thus, the computational cost is rather low. The FBA parameters, both FPs either FAPs, can be extracted automatically from visual, audio or motion capture systems [4,3,10,11], therefore they can be properly compressed in a data stream. Combined with facial feature tracking, MPEG-4 FBA talking heads can potentially be used for a very low bitrate visual communication in a model-based coding scenario (teleconferencing, games, web interfaces) [5,15].…”
Section: Discussionmentioning
confidence: 99%
“…Thus, the computational cost is rather low. The FBA parameters, both FPs either FAPs, can be extracted automatically from visual, audio or motion capture systems [4,3,10,11], therefore they can be properly compressed in a data stream. Combined with facial feature tracking, MPEG-4 FBA talking heads can potentially be used for a very low bitrate visual communication in a model-based coding scenario (teleconferencing, games, web interfaces) [5,15].…”
Section: Discussionmentioning
confidence: 99%
“…Specifically, for the multimedia communication and very low bit rate applications, the MPEG-4 standard (ISO/IEC, 2000) defines a set of 68 facial animation parameters (FAPs) each of which specifies features points and geometric transformation applied on them. Ostermann (1998), Zhong (1998) and Goto et al (1999) used these FAPs to control their facial animation system. However, the ad hoc parametric models have been developed with little theoretical basis and without careful attention to facial anatomy.…”
Section: Previous Workmentioning
confidence: 99%
“…Since the pioneering work of Parke [1] in the early 70s, researchers have investigated techniques to generate realistic face models and animation [2]. Early works restricted them-selves to geometric models and simulation methods, such as key-frame interpolation animation [1,3], parametric models [4][5][6][7][8], abstract muscle actions [9][10][11] and performance driven animation [12,13]. To extend the range of possible facial deformations, during the last decade, some researchers turned to physically-based methods, using either a particle system or a continuous system.…”
Section: Background and Previous Workmentioning
confidence: 99%