These pages contain examples of facial animations created using hierarchical B-spline as the underlying surface representation. Examples include:
What is it saying? (MPEG) In Quicktime Format
Standard h-spline animations of scales... note stretching of the scales(MPEG 298K)
Scales with common origin... note rigidity of the scales(MPEG 298K)
Dragon head with dynamics-based secondary animation (MPEG)
NEW Talking Dragon. Facial Features driven by MPEG-4 encodings (1.4Meg)
One Wink MPEG Multiple Blinks MPEG
Goesta created these models of a human eye using hierarchical B-splines. The entire surface, including the eyelashes, is a single continuous B-spline surface. Two skeletal segments were created and positioned within the eye. The upper and lower eyelid were attached to the segments at 3 levels in the hierarchy: one level controls the deformation of the entire eyelid so that it stretches reasonably, the others to lock down the eyelashes themselves.
The surface itself is 1024 patches, defined with 565 data points (animated!). A regular B-spline would use about 2000 data points.
MPEG where mouth & neck are animated
MPEG where mouth, neck, eyes & ears are
animated
NEW
Talking Dog. Facial Features driven by MPEG-4
encodings (1.3Meg)
The dog surface was built by Goesta Struve-Dencher
as a static exercise. A skeleton was created and attached the surface
to open and close the mouth in five minutes. During a U.B.C. CISCR/CS
open house, somebody asked if the ears could move. They couldn't, but
seven minutes later, they did (And it was good). Later, a neck
was added and attached to the rest of the surface in about twenty
minutes. The eyes were another ten minute exercise. A parametric
animation system built into the "Dragon" editor was used to
define a smile and the positions for the jaw, neck, and eyelids which
were used in the animations.
The model was created in SoftImage, and is an early
prototype for the character "Mouse" in the YTV/ABC
televisions series "ReBoot" (They do not use hierarchical splines
for Reboot!).
The original standard bicubic
B-spline was imported to the "Dragon" editor and a hierarchy
automatically constructed. The surface was attached to a jaw
to allow it to open and close the mouth. Groups of control vertices
were then moved around to created various facial expressions. None of
the expressions took more than 20 minutes to build, the
shortest took about five minutes (we timed it). Three of these
expressions were chosen as key shapes, the spline surface was exported
back to SoftImage, and the key shapes were interpolated to create the
final animation taking another 15 minutes. Here are some more
expressions:
Click on an image for larger version
Storage Costs for Hierarchical
Splines:
Return to the foyer of the Imager Gallery. Last updated by
David
Forsey on 1 Feb. 95.