In 1990 Waters (1) and Terzopoulos (2) introduced a tissue model, which
contains a mass springsystem within five layers. In that system muscelactors
manipulate the layers of the tissue model. In contrast we only
manipulate the lowest springlayer, which represents the facial bones.
We use the resulting pertubation of the equilibrium to simulate
the deformations of the highest springlayer, which represents the
epidermis of the facial tissue.
The most often used method to visualize the surface is the polygonal rendering method. In this treatise we present a splinebased method to render the facial skin.
My advisor was Erwin Keeve at the Telecommunications Institute .
Postscript versions of the
are available. (Caution, both files are located in Germany.)