Ludovic Dutreve | Université Claude Bernard Lyon 1 (original) (raw)

Papers by Ludovic Dutreve

Research paper thumbnail of Real-Time Dynamic Wrinkles of Face for Animated Skinned Mesh

Lecture Notes in Computer Science, 2009

This paper presents a method to add fine details, such as wrinkles and bulges, on a virtual face ... more This paper presents a method to add fine details, such as wrinkles and bulges, on a virtual face animated by common skinning techniques. Our system is based on a small set of reference poses (combinations of skeleton poses and wrinkle maps). At runtime, the current pose is compared with the reference skeleton poses, wrinkle maps are blended and applied where similarities exist. The poses evaluation is done with skeleton's bones transformations. Skinning weights are used to associate rendered fragments and reference poses. This technique was designed to be easily inserted into a conventional real-time pipeline based on skinning animation and bump mapping rendering.

Research paper thumbnail of Feature points based facial animation retargeting

Proceedings of the 2008 ACM symposium on Virtual reality software and technology - VRST '08, 2008

: The bottom row shows the virtual face animated by retargeting expressions from the source face ... more : The bottom row shows the virtual face animated by retargeting expressions from the source face (top row).

Research paper thumbnail of Easy Rigging of Face by Automatic Registration and Transfer of Skinning Parameters

Lecture Notes in Computer Science, 2010

Preparing a facial mesh to be animated requires a laborious manual rigging process. The rig speci... more Preparing a facial mesh to be animated requires a laborious manual rigging process. The rig specifies how the input animation data deforms the surface and allows artists to manipulate a character. We present a method that automatically rigs a facial mesh based on Radial Basis Functions (RBF) and linear blend skinning approach. Our approach transfers the skinning parameters (feature points and their envelopes, ie. point-vertex weights), of a reference facial mesh (source)already rigged -to the chosen facial mesh (target) by computing an automatic registration between the two meshes. There is no need to manually mark the correspondence between the source and target mesh. As a result, inexperienced artists can automatically rig facial meshes and start right away animating their 3D characters, driven for instance by motion capture data.

Research paper thumbnail of Easy acquisition and real-time animation of facial wrinkles

Computer Animation and Virtual Worlds, 2011

Facial animation details like wrinkles or bulges are very useful for the analysis and the interpr... more Facial animation details like wrinkles or bulges are very useful for the analysis and the interpretation of facial emotions and expressions. However, outfitting a virtual face with expression details for real-time applications is a difficult task. In this paper, we propose a mono-camera acquisition technique of facial animation details and a technique which add a wrinkle map layer (fine-scale animation) to a skinning layer (large-scale animation) for real-time rendering of a virtual 3D face. The acquisition is based on ratio image computed from two pictures of a same face, with and without expression. The real-time dynamic wrinkles technique is based on a small set of reference poses. These two methods offer an easy and lowcost way to capture facial animation details and use it for real-time facial animation.

Research paper thumbnail of Real-Time Dynamic Wrinkles of Face for Animated Skinned Mesh

This paper presents a method to add fine details, such as wrinkles and bulges, on a virtual face ... more This paper presents a method to add fine details, such as wrinkles and bulges, on a virtual face animated by common skinning techniques. Our system is based on a small set of reference poses (combinations of skeleton poses and wrinkle maps). At runtime, the current pose is compared with the reference skeleton poses, wrinkle maps are blended and applied where similarities exist. The poses evaluation is done with skeleton's bones transformations. Skinning weights are used to associate rendered fragments and reference poses. This technique was designed to be easily inserted into a conventional real-time pipeline based on skinning animation and bump mapping rendering.

Research paper thumbnail of Real-Time Dynamic Wrinkles of Face for Animated Skinned Mesh

Lecture Notes in Computer Science, 2009

This paper presents a method to add fine details, such as wrinkles and bulges, on a virtual face ... more This paper presents a method to add fine details, such as wrinkles and bulges, on a virtual face animated by common skinning techniques. Our system is based on a small set of reference poses (combinations of skeleton poses and wrinkle maps). At runtime, the current pose is compared with the reference skeleton poses, wrinkle maps are blended and applied where similarities exist. The poses evaluation is done with skeleton's bones transformations. Skinning weights are used to associate rendered fragments and reference poses. This technique was designed to be easily inserted into a conventional real-time pipeline based on skinning animation and bump mapping rendering.

Research paper thumbnail of Feature points based facial animation retargeting

Proceedings of the 2008 ACM symposium on Virtual reality software and technology - VRST '08, 2008

: The bottom row shows the virtual face animated by retargeting expressions from the source face ... more : The bottom row shows the virtual face animated by retargeting expressions from the source face (top row).

Research paper thumbnail of Easy Rigging of Face by Automatic Registration and Transfer of Skinning Parameters

Lecture Notes in Computer Science, 2010

Preparing a facial mesh to be animated requires a laborious manual rigging process. The rig speci... more Preparing a facial mesh to be animated requires a laborious manual rigging process. The rig specifies how the input animation data deforms the surface and allows artists to manipulate a character. We present a method that automatically rigs a facial mesh based on Radial Basis Functions (RBF) and linear blend skinning approach. Our approach transfers the skinning parameters (feature points and their envelopes, ie. point-vertex weights), of a reference facial mesh (source)already rigged -to the chosen facial mesh (target) by computing an automatic registration between the two meshes. There is no need to manually mark the correspondence between the source and target mesh. As a result, inexperienced artists can automatically rig facial meshes and start right away animating their 3D characters, driven for instance by motion capture data.

Research paper thumbnail of Easy acquisition and real-time animation of facial wrinkles

Computer Animation and Virtual Worlds, 2011

Facial animation details like wrinkles or bulges are very useful for the analysis and the interpr... more Facial animation details like wrinkles or bulges are very useful for the analysis and the interpretation of facial emotions and expressions. However, outfitting a virtual face with expression details for real-time applications is a difficult task. In this paper, we propose a mono-camera acquisition technique of facial animation details and a technique which add a wrinkle map layer (fine-scale animation) to a skinning layer (large-scale animation) for real-time rendering of a virtual 3D face. The acquisition is based on ratio image computed from two pictures of a same face, with and without expression. The real-time dynamic wrinkles technique is based on a small set of reference poses. These two methods offer an easy and lowcost way to capture facial animation details and use it for real-time facial animation.

Research paper thumbnail of Real-Time Dynamic Wrinkles of Face for Animated Skinned Mesh

This paper presents a method to add fine details, such as wrinkles and bulges, on a virtual face ... more This paper presents a method to add fine details, such as wrinkles and bulges, on a virtual face animated by common skinning techniques. Our system is based on a small set of reference poses (combinations of skeleton poses and wrinkle maps). At runtime, the current pose is compared with the reference skeleton poses, wrinkle maps are blended and applied where similarities exist. The poses evaluation is done with skeleton's bones transformations. Skinning weights are used to associate rendered fragments and reference poses. This technique was designed to be easily inserted into a conventional real-time pipeline based on skinning animation and bump mapping rendering.