0000000000392860
AUTHOR
Thierry Lauthelier
Algorithme d'intersection entre un rayon et un carreau de Bézierpar quasi-interpolant bilinéaire.
International audience
Facial animation by reverse morphing on a sequence of real images: application to film and video production
Research on facial animation is as vast as the many interests and needs that can be found in the general public, television or film production. For Mac Guff Ligne, a company specialized in the fabrication of special effects and computer generated images, the needs and the constraints on such a topic are very big. Morphing is often used in facial animation, and consists in mixing several expression models. As we will discover, the advantages in using morphing are numerous, but the animation workload remains long and time-consuming. Our goal is to propose a fast and reliable animation tool that is based on the same morphing technique with which the graphic artists are familiar. Our method is …
A Geometric Algorithm for Ray/Bezier Surfaces Intersectionusing Quasi-interpolating Control Net
International audience
A Geometric Algorithm for Ray/Bézier Surfaces Intersection Using Quasi-Interpolating Control Net
In this paper, we present a new geometric algorithm to compute the intersection between a ray and a rectangular Bezier patch. The novelty of our approach resides in the use of bounds of the difference between a Bezier patch and its quasi-interpolating control net. The quasi-interpolating polygon of a Bezier surface of arbitrary degree approximates the limit surface within a precision that is function of the second order difference of the control points, which allows for very simple projections and 2D intersection tests to determine sub-patches containing a potential intersection. Our algorithm is simple, because it only determines a 2D parametric interval containing the solution, and effici…