3D Dynamic Representation System for the Human Head
The human head representations usually are based on
the morphological – structural components of a real model. Over the
time became more and more necessary to achieve full virtual models
that comply very rigorous with the specifications of the human
anatomy. Still, making and using a model perfectly fitted with the
real anatomy is a difficult task, because it requires large hardware
resources and significant times for processing. That is why it is
necessary to choose the best compromise solution, which keeps the
right balance between the details perfection and the resources
consumption, in order to obtain facial animations with real-time
rendering. We will present here the way in which we achieved such a
3D system that we intend to use as a base point in order to create
facial animations with real-time rendering, used in medicine to find
and to identify different types of pathologies.
[1] Parke / Waters, Computer Facial Animation, 1996.
[2] L. Lovasz, Combinatorial problems and exercises. Budapest:
Akadémiai Kiad├│, 1993.
[3] 3D Studio Max 2008 Reference Manual.
[4] S. Mortier, 3D Studio Max: Building Complex Models. Boston, MA:
Charles River Media, 2000.
[5] Adobe Photoshop CS2 Reference Manual.
[1] Parke / Waters, Computer Facial Animation, 1996.
[2] L. Lovasz, Combinatorial problems and exercises. Budapest:
Akadémiai Kiad├│, 1993.
[3] 3D Studio Max 2008 Reference Manual.
[4] S. Mortier, 3D Studio Max: Building Complex Models. Boston, MA:
Charles River Media, 2000.
[5] Adobe Photoshop CS2 Reference Manual.
@article{"International Journal of Engineering, Mathematical and Physical Sciences:57759", author = "Laurenţiu Militeanu and Cristina Gena Dascâlu and D. Cristea", title = "3D Dynamic Representation System for the Human Head", abstract = "The human head representations usually are based on
the morphological – structural components of a real model. Over the
time became more and more necessary to achieve full virtual models
that comply very rigorous with the specifications of the human
anatomy. Still, making and using a model perfectly fitted with the
real anatomy is a difficult task, because it requires large hardware
resources and significant times for processing. That is why it is
necessary to choose the best compromise solution, which keeps the
right balance between the details perfection and the resources
consumption, in order to obtain facial animations with real-time
rendering. We will present here the way in which we achieved such a
3D system that we intend to use as a base point in order to create
facial animations with real-time rendering, used in medicine to find
and to identify different types of pathologies.", keywords = "3D models, virtual reality.", volume = "2", number = "2", pages = "115-4", }