Chapter 1

3D Face Modeling

Boulbaba Ben Amor

Boulbaba Ben Amor

Institut Mines-Télécom/Télécom Lille 1, France

Search for more papers by this author
Mohsen Ardabilian

Mohsen Ardabilian

Ecole Centrale de Lyon, France

Search for more papers by this author
Liming Chen

Liming Chen

Ecole Centrale de Lyon, France

Search for more papers by this author
First published: 05 June 2013
Citations: 1

Summary

Creating 3D face models that look and deform realistically in an important issue is many applications such as person-specific facial animation, 3D-based face recognition, and 3Dbased expression recognition. This chapter is a survey of successful state-of-the-art techniques that sometimes led to commercial systems. Each of the techniques is based on one of the following well-known concepts: (i) depth from triangulation, (ii) shape from shading, and (iii) depth from time of flight (ToF). The chapter further talks about static 3D face modeling and dynamic 3D face reconstruction. It presents appropriate techniques designed for moving/deforming face acquisition and post-processing pipeline for performance capture or expression transfer.

Controlled Vocabulary Terms

computer animation; modelling; three-dimensional displays; time of flight spectra

The full text of this article hosted at iucr.org is unavailable due to technical difficulties.