ears. Given the scanned data, the whole process of
creating a full-head texture takes within 15 minutes.
7 CONCLUSION
We have presented a new method to effortlessly gen-
erate a full-head texture for photorealistic head mod-
eling. We deform a generic head mesh to fit the par-
ticular face geometry using a scattered data interpola-
tion approach. We automatically parameterize the 3D
generic mesh over the 2D texture domain to establish
the mapping correspondence between different face
textures. We generate a full-head texture using color
interpolation for unbound areas and weighted average
splines for visual boundary removal. The individual
ear textures are efficiently created from a single in-
put image. Using our technique, we have been able to
generate photorealistic head models and natural look-
ing morphing with minimal manual efforts.
We would like to use an anatomy-based model de-
veloped in our previous work (Zhang et al., 2004b) as
the generic model. As it has been designed to pro-
duce real-time physically-based animation, the tex-
tured head models with the adapted anatomical struc-
ture can be animated immediately with the given mus-
cle parameters. We also plan to address the prob-
lem of non-injective mapping under the chin with
the cylindrical texture by assigning a separate texture
where that part is clearly visible to the region. Instead
of current mesh representation, independent generic
models of eyes will be used to enable rotations of the
eyeball and personal textures extracted from a photo-
graph will be applied to generic models to add indi-
vidual characteristics. Finally, automated reconstruc-
tion of hair texture from images is one of the future
challenges.
REFERENCES
Akimoto, T., Suenaga, Y., and Wallace, R. S. (1993). Auto-
matic creation of 3d facial models. In IEEE Computer
Graphics and Application. 13(5): 16-22.
Blanz, V. and Vetter, T. (1999). A morphable model for the
synthesis of 3d faces. In Proc. SIGGRAPH’99, pages
187–194.
DeCarlo, D., Metaxas, D., and Stone, M. (1998). An an-
thropometric face model using variational techniques.
In Proc. SIGGRAPH’98, pages 67–74.
Essa, I. and Basu, S. (1996). Modeling, tracking and inter-
active animation of facial expressions and head move-
ments using input from video. In Proc. Computer An-
imation’96, pages 68–79.
Guenter, B., Grimm, C., Wood, D., Malvar, H., and Pighin,
F. (1998). Making faces. In Proc. SIGGRAPH’98,
pages 55–66.
Kahler, K., Haber, J., Yamauchi, H., and Seidel, H. P.
(2002). Head shop: Generating animated head models
with anatomical structure. In Proc. ACM SIGGRAPH
Symposium on Computer Animation, pages 55–64.
Kalra, P., Mangili, A., Thalmann, N. M., and Thalmann, D.
(1992). Simulation of facial muscle actions based on
rational free form deformatios. In Proc. Proc. EURO-
GRAPHICS’92, pages 59–69.
Koch, R., Gross, M., Carls, F., Buren, D., Fankhauser, G.,
and Parish, Y. (1996). Simulating facial surgery using
finite element models. In Proc. SIGGRAPH’96, pages
421–428.
Lee, W. S. and Thalmann, N. M. (2000). Fast head model-
ing for animation. In Journal Image and Vision Com-
puting. 18(4): 355-364.
Lee, Y., Terzopoulos, D., and Waters, K. (1995). Real-
istic modeling for facial animation. In Proc. SIG-
GRAPH’95, pages 55–62.
Liu, Z., Zhang, Z., Jacobs, C., and Cohen, M. (2001). Rapid
modeling of animated faces from video. In Journal of
Visualization and Computer Animation. 12(4): 227-
240.
Marschner, S., Guenter, B., and Raghupathy, S. (2000).
Modeling and rendering for realistic facial animation.
In Proc. 11th EG Workshop on Rendering, pages 231–
242.
Nielson, G. M. (1993). Scattered data modeling. In IEEE
Computer Graphics and Application. 13(1): 60-70.
Parke, F. I. (1972). Computer Generated Animation of
Faces. Master’s thesis, University of Utah.
Parke, F. I. (1982). Parameterized models for facial anima-
tion. In IEEE Computer Graphics and Application.
2(9): 61-68.
Peleg, S. (1981). Elimination of seams from photomosaics.
In Proc. Conference on Pattern Recognition and Im-
age Processing, pages 426–429.
Pighin, F., Hecker, J., Lischinski, D., Szeliski, R., and
Salesin, D. H. (1998). Synthesizing realistic facial ex-
pressions from photographs. In Proc. SIGGRAPH’98,
pages 75–84.
Pighin, F., Szeliski, R., and Salesin, D. H. (1999). Resyn-
thesizing facial animation through 3d model-based
tracking. In Proc. ICCV’99, pages 143–150.
Platt, S. and Badler, N. (1981). Animating facial expres-
sions. In Proc. SIGGRAPH’81, pages 245–252.
Rocchini, C., Cignoni, P., Montani, C., and Scopigno, R.
(1999). Multiple textures stitching and blending on
3d objects. In Proc. 10th EG Workshop on Rendering,
pages 119–130.
Tarini, M., Yamauchi, H., Haber, J., and Seidel, H.-P.
(2002). Texturing faces. In Proc. Graphics Inter-
face’02
, pages 89–98.
GRAPP 2006 - COMPUTER GRAPHICS THEORY AND APPLICATIONS
274